*Update 12/13/24:* As of today, Unity has announced they have scrapped the aforementioned Runtime Fee starting immediately. While the section on the Runtime Fee in this video is etched into time and good for historical context, you may find it no longer applies from this date onwards! Thank you for watching guys! Remember to check the sources in the description to further inform and help make your own decision. Also, don't forget to discuss in the comments what you're thinking of doing or where your head's at regarding Unity 6. No matter how you feel or what you decide to do, all that matters is that your choice works for you!
Hello DarkDax. It would be nice if you'd credit the music used in your videos. It slowly becomes a new norm to just give a hard-subtitle on TH-cam (encoded into the video itself). Specifically, I'm curious about the song starting at 18:47. It rings a bell, but I can't recall where I heard it.
TBH I'm fine with Unity doing a company-wide reset and trimming the headcount. It sucks for the developers affected for sure, but Unity under JR was bloated to hell and heading in a terrible direction. They've 100% over-hired and were hemorrhaging cash like crazy until they were forced to do the whole Runtime Fee thing. Let's just see where this leads, I'll still continue using Unity for personal projects since it's the only viable engine for indies IMO, I use Unreal at work on larger games for the most part and would rather not see that bloated interface at home.
I wished they focused on fixing bugs. We don't need a new new UI system to replace the legacy and legacy legacy ones. More broadly, we don't need more features checkboxes on marketing material. Just make the existing features solid and extendable.
It’s interesting hearing how people who use Unity at work prefer unreal at home and vice versa. It really shows that any software has plenty of faults. For me it just proves that creating a good game is possible in any engine, just takes the dedication and hard work to pull off.
I'm attempting to move away from Unity, but it's incredibly challenging. Nearly a decade of productive workflow is intricately intertwined with store assets and custom editor tools, leaving me with no apparent practical exit strategy. The editor's functionality continues to frustrate me on a daily basis. It's baffling that we're still rebuilding the domain in a modal window, locking up the editor, with changes taking an unpredictable amount of time-ranging anywhere from 2 seconds to 20 minutes-for even the most trivial modifications. The editor is a crusty patchwork of sub-optimal implementations and not-production ready, de-facto standards.
Unreal also has some serious issues, like documentation being virtually non-existent! No engine is going to be perfect. Godot may suffer from too much democracy, where there's a lack of a central organisation just deciding how to implement things - meaning it can take a lot longer for features to develop.
You can unreal there are a lot of paid assets given for free and there are a lot's of unity to unreal asset converter etc and if you want tutorials yes the documentation is not that good but there is a youtube channel called unreal sensei plus there is the epic dev community!
I wonder how Unity Runtime Fee will handle game DLC. While Sure unity has a poor DLC framework, it's still possible and I feel like if developers really wanted to squeeze the juice out of their game, they could sell their game for super cheap, then pump it full of DLC and microtransactions, as a result you could have a relatively low unique initial engagements & by extension low runtime fee, while making boatloads through said Microtransactions/DLC. It almost seems like this payment model encourages lazy/greedy game design.
@@extra-lives there is a course in udemy from gamedev tv, I finished recently, and I think it is pretty good. But the only problem with unreal is that it is poor documented, so sometimes you will not know exactly what a function does
@@extra-lives I started learning from udemy courses. (theyre expensive but often go on sale for like $20 or even less). If u really dont got small money to spend u might should look into unreal sensei's beginner tutorial. gorka games also has a good beginner tutorials too
@@extra-lives tutorials on youtube to do x and to help understand general workflow/high-level dev, and the docs + forums + consulting source code for the nitty gritty
Yes, I'll use version 6, at least to rise Pro plan requirement from $100k to $200k, removing logo from client's project for small devs will be nice too. But the main reasons are because I like Unity editor, don't have time to learn new engines, and I didn't give a shit about company management even before scandalous runtime fee, so until they screw the engine or conditions to use it, I don't see reason not to use it.
Based on our experience with Adobe and Autodesk after they became publicly-traded, Unity could also lock us out of our project in the future since they should return their investors' money after making billions of dollars acquisition mistakes. Godot would be a safer option, because its license is MIT and we could use C++ with Godot to achieve Unity DOTS performance
Using performant C++ in Godot is a lot harder than using DOTS. For example, it doesn't provide any safety for multi-threaded code. Unity on the other hand has safety mechanisms and will prevent things like race conditions. You also don't have to worry about memory allocations, since DOTS is virtually GC-free.
There’s not really any good alternatives with the same number of platforms supported. I’m rooting for godot but they need to fix their terrible looking UI
@@svenmifyGodot Ui looks way better then unity, gonna learn unity cause it fits my usecase more but Godot ui way better than unity, just look at the colors, way better in godot as everythi else
@@semydev disagree. First thing I noticed was a popup where the buttons were really close to the edges, no white space / balance at all. The biggest offender to me though, is that it uses a custom file dialog. Why? Just let me use the one from my OS, the one I’m used to. I don’t have my favourites here, I can’t drag folders onto it like with a normal mac dialog to go to that location, it’s just unnecessary friction. I could get used to it, but why expect that from your users when it would have been way easier to just use the native ones.
I was hoping they will take there AI and have an underlying layer of DOTS-ECS by default. So the AI can be programmed same with the old way while under the hood it runs on the DOTS-ECS framework thereby increasing performance. Effectively, a translation layer maybe?
This is also a new era of data tracking for the end user. Why does any of a gamers data need to make it back to Unity? Even if it's just a single randomized hash, it's too much.
For now I'm stuck in Unity, mainly due to the fact that I'm just hobbyist. I tried UE and Godot, but even with its flaws, I enjoy the huge amount of documentation/tutorials for Unity the most. Most Importantly, I'm trying to not take gamedev that seriously as I used to.. and it's greatly benefiting my enjoyment of it. I'm too old to be chasing dream of millions of dollars made after 4 years of work on my 'dream' game that flops right away. If I don't make something.. that's ok, if I do... even better, but it will probably not sell huge numbers anyway. Thanks for insightful video anyways, hoping to see more 'Ripped Persona mechanics' videos in the future, as I hear the music is ever present, and I'm sort of robber of those mechanics myself
@@blo0m1985 That is true, although the archaic input system will serve well enough for (I'd say) 95% of people using unity. My main issue is probably the fact that the "new" input system is not really new for years now, and yet it's still only downloadable addon instead of fully built in feature. As if Unity was too scared to commit and move on, and for prototyping make the old input system as addon, not main way to do things Since I'm relying on Adventure creator asset to create my game, all inputs are handled through that anyways. But I can see the headache it could cause to anyone interested in using Unity
6:54 Just a correction here. GPU Occlusion culling reduces background rendering for objects not in view. It is not the same or similar to GPU Resident drawer other than having the same objective -> to increase fps.
Thank you for the clarification! I think my wording there gave that impression and I meant that it was similar in the sense that the workload is moved over to the GPU rather than it being similar in purpose.
I'm using 2019.4 LTS. Works well enough for me. Not going for cutting-edge features. I'm not excluding the possibility of using these new versions in the future, but I really don't like upgrading and spending ages making all the red warning lights and alarms go away. If there's a negative financial incentive to upgrading, that's definitely enough to disincentivise me for the time being.
I'm pretty sure that comment about the AI being used for prototyping is just a straight up lie because if that was the case they wouldn't have needed to make that promise about defending developers in the case of copyright challenge
Most of the employees of the layoff would have been from ironsource and not the engine itself. Although it may be selfish of me, but I think those layoff are good for us as the developers because if Unity is more profitable, it means they can spend more of their manpower and time making the engine itself better.
It feels like they haven't improved anything since version 5. They keep replacing old components with new ones that do more or less the same things, just differently.
@@DJ_POOP_IT_OUT_FEAT_LIL_WiiWii Ever heard of DOTS? SRP? Although they are replacing old systems with new ones without removing deprecated packages, bloating up the engine, the engine is still definitely improving.
I've ditched 7 years of unity and moved to Godot, not looking back at all ever!!! It has never been easier time to learn new stuff, so many ai tools and resources, it is fantastic!!!! It still raises my hair on the back when I listen such a pile of BS of how they are going to handle individual engagements and the rest of the crap... so happy I moved away from that!!!
If not for the very slow startup of opening projects (and other slow things it has) I'm still sticking with Unity. Hope Unity 6 will be a game-changer this time.
I started with unity before it was available for windows. It stopped being good at around the time they moved to the package manager. Since then, pretty much every feature has been half-assed
I was working in Unity for about 10 years. After monetization drama I change into Unreal. Long ago when I tried UE it was a bit junky to use and hard to learn. Back then I was thinking choice between UE and Unity was personal preference. But now, I feel like, when Unity was stagnating in last 5 years or so, UE was moving forward at incredible speed. UE now have incredible documentation and community learning website. Its features are like night and day compare to some Unity outdated modules that are still in use (im looking at you character controller!). Viaual programming with blueprints is actually not only usable but preferred type of programming in 90% of situations. Unreal have lots of features build in that in Unity you need to buy Assets for them, some of them so basic. The only saving grace for Unity now is their 2D features that are better, but Godot is on its back....
It's not clear from the official Unity page on it, but hopefully they do. They need to start sharing these so that developers can learn how to make the most out of their engine!
Found this helpful video when looking for some good info on Unity 6 features. Unfortunately I can't switch currently since I just ported from a proprietary engine TO Unity last year, and don't have the time to re-port yet again, however I'd love to switch to something else as powerful and versatile sometime. I'm just not sure Unreal is the right choice in this case either. My whole toolchain is specifically for Unity.
Them having to clarify something legally obvious that they can't retroactively force previous plans to a new plan is well... But overall they are saying we don't want you to succeed so I definitely see bigger indie studies still steering away from it-which is supposed to be unity's main revenue source. Honestly if they did change it'd be great but so much of the game industry is now about butchering the golden egg laying goose I doubt it'll be able to make a turn around.
They only removed the splash screen for unity 6 and onwards, so now the only way to not have the splash screen for old versions is to pay unity thousands of dollars a year since they cancelled their previous subscription service. Also 10:37 is that from ratchet and clank 3?
Hands down the best video you’ve done bro! Loved it that you didn’t dogpile it like the no-life’s but also didn’t unconditionally praise it like the paid-off unity shills, and instead get it the benefit of the doubt that some people do just prefer it, but ultimately its a personal choice.
My team switched over to godot, stuff like version control and scripting are much easier to handle, especially for our artists-simpler, leaner experience overall
I don't see the reason for switching either. I'm on Unity and still using it. Been using it since 5 and it's safe to say that nothing comes close to it, for my needs at least.
It is surprising how companies are trying to copy the Apple business model. We don't want you to pay for our product anymore and our work. We want a % of what you sell and build. No wonder open source is taking over the world when it comes to software. Apple wants 30% of every developer in the world, Unity wants a fee for every game you sell. They are not selling you a tool to build games at this point, they own your game for eternity.
After 11 years advocating and teaching Unity, I decided to stay with 2022LTS for the current projects and move new projects to Unreal 5. Unity 6 license and the direction Unity is taking in the market is not clear to me, and many indie devs I work with are doing the same movement. If it's the right direction, only future will tell. So Unity 6 is off the table now.
I've completely left Unity behind, the focus on AI, the company basically imploding, the awful pricing and the insanely underwhelming updates and focus on services instead of actual engine improvements just push me away from it, Godot or Unreal are the way to go.
So I'm not a dev... I have started watching videos on the topic of game engines following the story around the old Unity CEO and the shenanigans about the fees... But, if I understand a bit what's going on, basically, they fired the old "problematic" CEO, put that new one, made a nice presentation about U6 and... Still got away with the payment scheme that everyone was yelling about? So, what's the deal at the end of the day? It looks like the old bad CEO has basically served as the PR scapegoat... Or I'm missing something maybe...
I use Unity for a lot of my personal visual-dependent projects (the rest I tend to focus on Python, and at times I might use TKinter for Python to develop interfaces to go with module libraries). I took a few years away from Unity due to life changes and such, but came back to relearn and start working on it again in the last year or so. I have tried going over to Godot and found I do not really like how the editor works with setting up scene assets (not 100% sure what, it just felt off to me), as I have worked with Unity for YEARS. I am holding out hope that with the new direction of management (NEW new actually?), they will realize the runtime fees are going to need to be tweaked a lot more (or even done away with, for something better) at some point. I have no intentions on moving away from Unity3D, as it is my engine, like it is for many, many people (if it weren't, I do not think developers would have gotten so upset about the whole debacle). So I am genuinely hoping they get their ducks in a row and realize that without the developers they have nothing.
Thanks for sharing! While a lot of people seem to be getting on with other enignes, it doesn't work out the same for everyone. Hopefully for everyone's sake they slowly come back strong, but only careful management and time will tell!
@@DarkDax Agreed completely! I will keep hopeful, as should anyone else who loves Unity3D, while also not getting too worked up if things do not improve in time. All we can do is move on and push forward.
personally I never really had a problem with the runtime fees, i mean if you make enough where you need to pay for a pro or enterprise license then you make enough to pay the runtime fee...
First of all, thank you for the fantastic video, 25 minutes felt like 10, you have a new subscriber. I have started learning Unity 2 years ago, trying to squeeze it between my work (software engineer) and Master's degree, and since the controversy played out, I have been greatly discouraged from continuing this journey and trying to complete and publish my small game. However, I will continue with Unity, it is the only experience I have so far and feel comfortable with it. I believe that switching now to another game engine would just slow me even more. It is very frustrating for someone new to the game dev industry that just started to get the hang of things after some time, to now see these horrible corporate tactics that so many companies opt for nowadays and feel like they have hit a roadblock with their journey. Thank you again for the fantastic work.
Thank you so much - that's great to hear! Always love hearing about other people's journeys, it reminds us we're very much not alone! What happened with Unity was a huge shock to the industry with indie and solo devs feeling a lot of the frustration. The company's new direction seems to be in good taste but it's still too early to tell so it's only natural to feel this way. I've just started learning Godot and the level of that disheartening feeling I get realising I can't do a thing in Godot that I easily could in Unity is a bitter taste in my mouth. However, it's so important to remember it's temporary with effort and now I can do that thing (after grumping over it for ages haha). Good luck with the rest of your project - keep it up!
although the layoffs hurt, its a good thing for the company. They have made questionable aquisitions and overhired like any other tech company, and a company solely focused on game engines does not need that many people at all. It was and partially is an overbloated company. Alot of weird roles as well when I checked 1-2 years ago. The company needs a complete teardown and rebuilding and layoffs are bound to happen as much as they hurt. Lay off people and focus on your core products.
Based on the fact that they fked me up by thinking I'm working in a group and therefore should buy the pro version, even though I've always been working on my own hobby projects without any teammate and without any release to the public, I'm 99% sure their "proprietary model" will fk people up.
I can forgive them for layoffs. Most tech companies over-hired. Investors were looking at everyone over-hiring and pressured their own companies to over-hire, because corpos thought more people developing more features equals more $$$, and people that didn't go nuts hiring would lose out on talent and be pushed out of the industry by competitors. There was a lot of greed at play from both corpos and developers as well who were ditching their existing companies for those ludicrous covid pay rises from companies trying to poach employees. The only people I feel sorry for are loyal employees that got caught up in layoffs.
Love your content man. Can someone answer me this: if I select Unity to make my game, am i restricted to release it only on Steam? For console it says that you need to have the pro license, 200 dollars a month. If this is the case it is worse to use Unity (only steam) instead of Unreal (problably more than steam, not sure)?.
But you can probably wait to pay for it last minute, like a couple months (depending on how big the game is) before release while you test it on the consoles, up to until you stop patching the game post-release. And I don't know about how it is with Unreal.
Unity is completely fine. Even the original pricing plan released last year would have companies paying less than Unreal Engine. In fact, Unity was justified in releasing it. They literally haven’t ever made money. They need to make money sometime, guys.
Yeah it's really weird. Webshops for your game take like 30% cut, the state takes 50% of the rest, but Unity with MAXIMUM like 2%, while actually enabling you to create it, is the bad guy. I will never understand this weird focus.
@@waldehuebli6854 Steam is like a flat rate $100 fee and idk where you live, but state taxes here are nowhere near 50%. Unity has had MANY years to build, release and monetize a flagship game on their own engine but recently dropped all game development. Now they're leeching money from devs to support AI initiatives, requiring constant funding for server resources, that devs ultimately opt-in for while having no say in whether they pay for it.
Not difficult to see it is not worth the money. _But_ most indie game dev beginners, which are the majority of Unity users, won't ever have to pay this anyway. Then again, why built up experience with an engine, if it screws you over in the rare event of having this outlier success game hit? Yes, at that point you're probably doing very well, but you could have been doing even better using a different engine... 3:30 They are already _doing_ that though and will do that in the future for sure. 100% bs to assume they won't based on their 'promise' .
No, not yet at least. It is noticeably slower on my pc than other versions and has annoying bugs. Especially if you're making a 2d game, there is no need to switch to the new version. For 3d or online games, i could see myself using unity 6, but for now though, im sticking with 2022.
I'm surprised you didn't point out UI Toolkit at all. That's a huge overhaul that is mainly meant for 2023/U6 and UGUI is really a thing that felt like it was made in 2005. lol
Unity had an insane amount of employees. So the layoffs make sense, and I'm not too worried about it. I'll continue using Unity for a few more years. But I'm looking forward to using Godot once the C# implementation improves, and .NET adds better Android/iOS support.
imo it's good. Unity is a loss making company, year on year, has never made a profit. If you're hitting 1 million installs of your game, you should most certainly pay for the effort of the Unity engineers. I'm glad they opened it up on the personal end too. If their loss making continues, there will be no engine anymore.
Unity shines in full 2D or stylized 2.5D. But 3D? That ship has definitely sailed with the release of UE5. There's absolutely no way Unity can catch up to Unreal in terms of visual fidelity AND ease of use. There's just so much tooling in UE it's not even close. Don't even get me started on Megascans/Metahuman. Unity should focus on 2D exclusively to stay relevant.
I'll use Unity professionally because I'm paid to, but I've stopped touching it for any projects otherwise. I love the software, it has quirks, flaws, and warts, but after 10 years I've gotten very familiar with them but the last few years have just been a glass shattering moment for me. For all my personal projects I'm not making custom, bespoke engines with C++, GLFW/SDL2, and any libraries I find necessary. If I really need to use a premade engine, I'll probably default to Godot for anything light (2D, basic 3D) or Unreal.
So I personally think that Unity as a company(while yes it's sad how many people got laid off) did what they need to do to regain trust in the developer community(again, for me personally). Getting rid of John as well as getting the IronSource execs out and putting away a lot of the stuff they bought that was for other industry stuff so they can focus on building back their reputation as one of the ideal engines to use for Indies. The layoffs suck yes but they had way too much going on that wasn't going anywhere for 95% of the engine use and the 5% wasn't going to pull in the funds needed for the amount of money they invested to be paid back(John is pretty good at running companies to the ground after all). I did switch to Unreal Engine for a few months and loved it, however I did find an issues where Nanite(one of the big selling points of the engine) actually is a huge hit on performance and should only be used if you have a massive scene with tons of insanely detailed meshes to balance out performance in a big project. Overall the stuff I missed about Unity really made me want to go back so I'm currently checking it out again and I'm likely to switch back since they made the runtime fee reasonable and got rid of the source of the problems.
Verse gets implemented in UE6 and that may attract those that dislike C++ or Blueprint. Im currently learning Angel Script for Unreal 5 and it is really nice. Simple, fast and without compilation wait. So Unity 6 is not attractive to me. Flax Engine and Godot is my backup plan.
I think once fully integrated Verse could be a lucrative alternative for a lot of people. C++ is a huge barrier for a lot of people, though Blueprints appear to mitigate that to certain degree - in some cases people creating entire games with just BPs alone. Never heard of Flax - will give it a look, thanks!
Great video. I switched back to Godot during the Unity shenanigans because I had builds in both Unity and Godot (I started in Mono Godot for this game), but lately I've felt like either I should switch back to Unity or switch to Unreal, if Unity doesn't get their shit together. I'm hoping they do though, because I preferred Unity, in theory, over the other engines by far. But Unity has a track record of introducing new features, that will be broken in some way, and then they never fucking fix them. For Unity I had actually purchased Animancer to replace the animation system because it was so trash. Maybe things will be different in the future? I'll wait and see.
Unity 6 sounds amazing, there is nothing like unity. I can use unity on a 2013 macbook air, unreal. The layoffs sound harsh , but I do know that a reset means cleaning up shop, its a good sign that the previous ceo did not know what he was doing, just my opinion.
No. Runtime fee is irrelevant to me. I use Godot because it's fast and fully featured. Unity is a slow bloated mess by comparison. Horrible to use now.
I have high hopes for the new possibilities with the Fantasy Kingdom Sample. We're using HDRP in Dead Age: Survivors and I have to say, although we've already optimised the graphics so much, the performance is really not good, especially when I compare the speed with our oder Dead Age 2, which is sad. Maybe HDRP will get better with the new possibilities...
Sticking with Unity for now for sure. The majority of the layoffs were from the Iron Source part as far as I know. A lot of people are talking about the moral aspect of using Unity, I don't know where it comes from. This is a stock exchange traded company. If you trust any stock-traded company, you are naive, by definition, they can't be. After Unity went public it is very simple to me - does this tool serve me now or does it not? Simples.
For now I will be reaming to unity 2022 lts or whatever I already used for my project. In the order to finish the project I have already starting. After that I will see what can I do move in other engine, Or whatever until project it's finish I will remain to thet version, Wean my project it's finish I will Take looks what it's what it's the best option for my next project so I don't the answer until then.
@@DarkDax to be honest after the project I'm working now I will take looks The game im working now it's 3D multiplayer fps but it's early in development My next project I will probably be 2D platform multiplayer as well I'm thinking about Godot for the 2D egine but I don't like gd script arcature I will take look what other 2D engine's are out there. Because i don't like the fact the in gdscrip have error be I have add extra space and stuff like that. The other thing I'm not fun about Godot is the Noted system, It's just worse version off game component acitectoure The problem I have is the fact I'm not able 2 add scripts in the exact same directory what I'm trying to say is in Godot you able to add only one script for each noded you don't able to add multiple in the same that it's big limestion for my Because that means I have to do one off those options wean I add code. 1. add the script on parents nodes 2. and the script on the children nodes 3. Add on the script on the same node The problem is that each time I want to make a new script (code) I will have to make new node 😞 and I personally not fan of this For example let say for example that make 2D character from platformer wean I made code for this character I will have to the movement code on the parent object and after that to children object with physics chilled because like I will be from platformer game and after that children object for the fire attack ECT Instead of adding one object and 3 to 5 compound like will, In Godot I will have to add 3 to 4 nodes that have data that I don't need like position and stuff like that.
I don't get why people are still even talking about the runtime fee. You plan for a 2.5% fee (cheap compared to other engines) and the runtime fee can only make that *cheaper* for you. Thats it.
people want to push the idea Unity is bad and godot/unreal are the only ones good engines, when I see more bad-performant games made in unreal than unity, but yeah... And godot still not there.
My concern is that this license change fails to result in the cashflow Unity require. Maybe the runtime fee will pull in the cash from all those massive mobile game earners, so much that it outweighs the loss of Plus users and higher tiers. If not, then expect another license change in a year or to. I mean I argued with them endlessly as to how dumb changing from version numbers to version by years and they were adamant that it was the way forward and better for users, when in reality it just looked better for subscribers seeing the numbers go up. Now they suddenly reverse course on all those arguments, especially when subscribinh doesn't mean much when they are trying to grab runtime fee's and we are back to version numbers.
Finishing my game on Unity. Slow, huge compile time, lot's of crashes, im just done. Unfortnly i have to finish my 2 years project but im never going back to this software.
All engines are good. As long as you're a programmer. If you're not a programmer then use Unreal. If you are a programmer. Then use the engine that best suits your programming skills.
While I agree with most devs that the runtime was a bad idea, I'd still be over the moon if I had to pay it. The harsh reality is: hardly anyone is going to pay it.
I have many years invested in UNITY and will still use it . The decision-makerss messed up and the people who chose that road are gone now and hopefully the company will learn from this. Even with the weird charges, it is still cheaper than Unreal and in my opinion is better. I have too much invested to change now. The new rates will only affect people making a lot off their game (everyone hopes to be like pal world) and if you get there you will make enough to pay these fees. I am just glad they have a new CEO and have gotten rid of the people on the board who made these bad decisions. I am also looking forward to the new features. I also hope they incorporate the technology they acquired from Weta. Yes, I know they pretty much disbanded Weta but still have the rights to the software. Here's hoping for better decisions from the board in the future.
So long as there is any fee associated to installs. I will not be using Unity. My studio and I are working on our own engine. It won't have nearly as many features, but it's still less risky.
Godot feels it's going to be like Blender in a couple of years, in the past Blender was okay for hobbists or personal projects but the industry used Maya, but now Blender is even used in the industry because became so good, Godot is already good for hobbists and small projects, and i think is the best engine for prototyping if you know how to use it, but with the increased attention is getting it may evolve even faster now.
Yup....I switched a few months ago. I ran into an issue where I couldn't set a custom camera matrix (I was shocked that you couldn't do that). I then went online and discovered some had created a pull request for the feature and it should be in either 4.3 or 4.4. If ir didn't exist I was going to modify the engine myself and submit a request. This type of community action will kill Unity. It gives us the power to mold the engine we want.
Did you make $1m in the last 12 months? I'm sure the answer is no. Then, why do you care about runtime fee? If you say you don't like Unity Editor, workflow etc it is good enough.
*Update 12/13/24:* As of today, Unity has announced they have scrapped the aforementioned Runtime Fee starting immediately. While the section on the Runtime Fee in this video is etched into time and good for historical context, you may find it no longer applies from this date onwards!
Thank you for watching guys! Remember to check the sources in the description to further inform and help make your own decision. Also, don't forget to discuss in the comments what you're thinking of doing or where your head's at regarding Unity 6.
No matter how you feel or what you decide to do, all that matters is that your choice works for you!
Hello DarkDax. It would be nice if you'd credit the music used in your videos. It slowly becomes a new norm to just give a hard-subtitle on TH-cam (encoded into the video itself).
Specifically, I'm curious about the song starting at 18:47. It rings a bell, but I can't recall where I heard it.
@@lex_darlog_fun it’s the Kate Puzzle songs from Mirrors Edge! I’ve combine all three tracks into one longer track.
TBH I'm fine with Unity doing a company-wide reset and trimming the headcount. It sucks for the developers affected for sure, but Unity under JR was bloated to hell and heading in a terrible direction. They've 100% over-hired and were hemorrhaging cash like crazy until they were forced to do the whole Runtime Fee thing. Let's just see where this leads, I'll still continue using Unity for personal projects since it's the only viable engine for indies IMO, I use Unreal at work on larger games for the most part and would rather not see that bloated interface at home.
This move is to fuel the resources required for future AI services... it has nothing to do with their saturated workforce.
I wished they focused on fixing bugs. We don't need a new new UI system to replace the legacy and legacy legacy ones. More broadly, we don't need more features checkboxes on marketing material. Just make the existing features solid and extendable.
CEOs value "growth" than susteinability
It’s interesting hearing how people who use Unity at work prefer unreal at home and vice versa. It really shows that any software has plenty of faults. For me it just proves that creating a good game is possible in any engine, just takes the dedication and hard work to pull off.
@@badsip You also need a better machine to run Unreal.
Fun video mate, rarely do I sit through an entire video at standard speed without a skipping about! Love it
Thanks mate! That means so much coming from yourself, glad you enjoyed it!
I'm attempting to move away from Unity, but it's incredibly challenging. Nearly a decade of productive workflow is intricately intertwined with store assets and custom editor tools, leaving me with no apparent practical exit strategy. The editor's functionality continues to frustrate me on a daily basis. It's baffling that we're still rebuilding the domain in a modal window, locking up the editor, with changes taking an unpredictable amount of time-ranging anywhere from 2 seconds to 20 minutes-for even the most trivial modifications. The editor is a crusty patchwork of sub-optimal implementations and not-production ready, de-facto standards.
Unreal also has some serious issues, like documentation being virtually non-existent! No engine is going to be perfect.
Godot may suffer from too much democracy, where there's a lack of a central organisation just deciding how to implement things - meaning it can take a lot longer for features to develop.
No one likes change, but u just have to take the first step..
After that one can slowly adapt to the new stuff the more they use it
@@007LvBWell then the ultimate solution is build own engine ...
You can unreal there are a lot of paid assets given for free and there are a lot's of unity to unreal asset converter etc and if you want tutorials yes the documentation is not that good but there is a youtube channel called unreal sensei plus there is the epic dev community!
Switch to Godot. It's totally worth it. You will rediscover your love of making games.
Its probably a random thing to say but you seem like a decent person to have a drink with, its just your energy is something else 😂
🍻
0:53 was my exact same reaction to the splash screen news 🤣
Love the content, just subscribed!
I wonder how Unity Runtime Fee will handle game DLC. While Sure unity has a poor DLC framework, it's still possible and I feel like if developers really wanted to squeeze the juice out of their game, they could sell their game for super cheap, then pump it full of DLC and microtransactions, as a result you could have a relatively low unique initial engagements & by extension low runtime fee, while making boatloads through said Microtransactions/DLC. It almost seems like this payment model encourages lazy/greedy game design.
Considering new rules, you need to report all revenue above thresholds for content made with Unity 6 or above. DLC is part of the game.
Why bother with run time fee when you can pay 2.5%...
I might use unity if a job ask for it, but, for personal projects I switched to unreal
where are your learning from? I am having a hard time learning unreal engine.
@@extra-lives there is a course in udemy from gamedev tv, I finished recently, and I think it is pretty good. But the only problem with unreal is that it is poor documented, so sometimes you will not know exactly what a function does
@@extra-lives I started learning from udemy courses. (theyre expensive but often go on sale for like $20 or even less). If u really dont got small money to spend u might should look into unreal sensei's beginner tutorial. gorka games also has a good beginner tutorials too
I couldn't have said this better.
@@extra-lives tutorials on youtube to do x and to help understand general workflow/high-level dev, and the docs + forums + consulting source code for the nitty gritty
Yes, I'll use version 6, at least to rise Pro plan requirement from $100k to $200k, removing logo from client's project for small devs will be nice too. But the main reasons are because I like Unity editor, don't have time to learn new engines, and I didn't give a shit about company management even before scandalous runtime fee, so until they screw the engine or conditions to use it, I don't see reason not to use it.
Yes exactly this.
Sounds like more shiney baubles from Unity without fixing any of the glaring legacy issues.
Based on our experience with Adobe and Autodesk after they became publicly-traded, Unity could also lock us out of our project in the future since they should return their investors' money after making billions of dollars acquisition mistakes. Godot would be a safer option, because its license is MIT and we could use C++ with Godot to achieve Unity DOTS performance
Genuinely have no idea the choas that would cause if this happened
I see only hobbyist switching to Godot.
@@DJ_POOP_IT_OUT_FEAT_LIL_WiiWii Road to Vostok and Sonic Colors Ultimate
Using performant C++ in Godot is a lot harder than using DOTS. For example, it doesn't provide any safety for multi-threaded code. Unity on the other hand has safety mechanisms and will prevent things like race conditions. You also don't have to worry about memory allocations, since DOTS is virtually GC-free.
Also, I'm pretty sure that you cannot use C++ for in game scripting. Might be wrong since I haven't used Godot in a very long time
My proprietary model tells me to not use Unity.
No. (been using unity since 2009)
There’s not really any good alternatives with the same number of platforms supported. I’m rooting for godot but they need to fix their terrible looking UI
@@svenmifydouchebags af tho
@@svenmifyGodot Ui looks way better then unity, gonna learn unity cause it fits my usecase more but Godot ui way better than unity, just look at the colors, way better in godot as everythi else
@@semydev disagree. First thing I noticed was a popup where the buttons were really close to the edges, no white space / balance at all.
The biggest offender to me though, is that it uses a custom file dialog. Why? Just let me use the one from my OS, the one I’m used to. I don’t have my favourites here, I can’t drag folders onto it like with a normal mac dialog to go to that location, it’s just unnecessary friction. I could get used to it, but why expect that from your users when it would have been way easier to just use the native ones.
@@svenmifyGodot now support OS popup
I was hoping they will take there AI and have an underlying layer of DOTS-ECS by default. So the AI can be programmed same with the old way while under the hood it runs on the DOTS-ECS framework thereby increasing performance. Effectively, a translation layer maybe?
This is also a new era of data tracking for the end user. Why does any of a gamers data need to make it back to Unity? Even if it's just a single randomized hash, it's too much.
For now I'm stuck in Unity, mainly due to the fact that I'm just hobbyist. I tried UE and Godot, but even with its flaws, I enjoy the huge amount of documentation/tutorials for Unity the most.
Most Importantly, I'm trying to not take gamedev that seriously as I used to.. and it's greatly benefiting my enjoyment of it. I'm too old to be chasing dream of millions of dollars made after 4 years of work on my 'dream' game that flops right away.
If I don't make something.. that's ok, if I do... even better, but it will probably not sell huge numbers anyway.
Thanks for insightful video anyways, hoping to see more 'Ripped Persona mechanics' videos in the future, as I hear the music is ever present, and I'm sort of robber of those mechanics myself
many tutorials are outdated (input system) or not existent at all (for modern ECS)
@@blo0m1985 That is true, although the archaic input system will serve well enough for (I'd say) 95% of people using unity. My main issue is probably the fact that the "new" input system is not really new for years now, and yet it's still only downloadable addon instead of fully built in feature. As if Unity was too scared to commit and move on, and for prototyping make the old input system as addon, not main way to do things
Since I'm relying on Adventure creator asset to create my game, all inputs are handled through that anyways. But I can see the headache it could cause to anyone interested in using Unity
don't they are sneaky no mater how good it is they are going to nickel and dime you
6:54 Just a correction here. GPU Occlusion culling reduces background rendering for objects not in view. It is not the same or similar to GPU Resident drawer other than having the same objective -> to increase fps.
Thank you for the clarification! I think my wording there gave that impression and I meant that it was similar in the sense that the workload is moved over to the GPU rather than it being similar in purpose.
For a "small" channel, this is fantastic editing. Great job!
Thanks mate!
I'm using 2019.4 LTS. Works well enough for me. Not going for cutting-edge features. I'm not excluding the possibility of using these new versions in the future, but I really don't like upgrading and spending ages making all the red warning lights and alarms go away. If there's a negative financial incentive to upgrading, that's definitely enough to disincentivise me for the time being.
Thank you for the refreshment, very pleasant format to watch!
I'm pretty sure that comment about the AI being used for prototyping is just a straight up lie because if that was the case they wouldn't have needed to make that promise about defending developers in the case of copyright challenge
Most of the employees of the layoff would have been from ironsource and not the engine itself. Although it may be selfish of me, but I think those layoff are good for us as the developers because if Unity is more profitable, it means they can spend more of their manpower and time making the engine itself better.
they had way more employees than they need, if you compare how many employees they had to what unreal has
It feels like they haven't improved anything since version 5. They keep replacing old components with new ones that do more or less the same things, just differently.
@@DJ_POOP_IT_OUT_FEAT_LIL_WiiWii Ever heard of DOTS? SRP? Although they are replacing old systems with new ones without removing deprecated packages, bloating up the engine, the engine is still definitely improving.
I've ditched 7 years of unity and moved to Godot, not looking back at all ever!!! It has never been easier time to learn new stuff, so many ai tools and resources, it is fantastic!!!! It still raises my hair on the back when I listen such a pile of BS of how they are going to handle individual engagements and the rest of the crap... so happy I moved away from that!!!
Except good luck making actual 3D games with actual stuff in it.
@@stylishskater92I'll let you know when I'm done
@@stylishskater92 It's not that you can't do it. th-cam.com/video/ao34A0Y2x6c/w-d-xo.html
@@stylishskater92 Have you actually attempted this, or are you just regurgitating what others have said?
@@flyntwick everyone says that godot sucks with 3d. even godot developers themselves
Currently considering Godot tbh.
If not for the very slow startup of opening projects (and other slow things it has) I'm still sticking with Unity. Hope Unity 6 will be a game-changer this time.
I started with unity before it was available for windows. It stopped being good at around the time they moved to the package manager. Since then, pretty much every feature has been half-assed
What is the music that starts at 23:33? Thank you!!
One of the best video game songs ever:
Home Sweet Home - Christophe Hèral (Beyond Good and Evil)
The way this guy plays with text during video is amazing. Great video full of information. Didn't get bored even once. Keep it up please.
I am a somebody in Africa thank you very much!! May or may not have a coconut currently.....
Finally, a SOMEBODY with a coconut!
I was working in Unity for about 10 years. After monetization drama I change into Unreal. Long ago when I tried UE it was a bit junky to use and hard to learn. Back then I was thinking choice between UE and Unity was personal preference.
But now, I feel like, when Unity was stagnating in last 5 years or so, UE was moving forward at incredible speed. UE now have incredible documentation and community learning website. Its features are like night and day compare to some Unity outdated modules that are still in use (im looking at you character controller!). Viaual programming with blueprints is actually not only usable but preferred type of programming in 90% of situations.
Unreal have lots of features build in that in Unity you need to buy Assets for them, some of them so basic.
The only saving grace for Unity now is their 2D features that are better, but Godot is on its back....
The new Time Ghost demo looks stunning. Did they mention whether they will release this demo online for us to sample the various techniques ?
It's not clear from the official Unity page on it, but hopefully they do. They need to start sharing these so that developers can learn how to make the most out of their engine!
Found this helpful video when looking for some good info on Unity 6 features.
Unfortunately I can't switch currently since I just ported from a proprietary engine TO Unity last year, and don't have the time to re-port yet again, however I'd love to switch to something else as powerful and versatile sometime. I'm just not sure Unreal is the right choice in this case either. My whole toolchain is specifically for Unity.
Very clear and solid explanation of topics in each part of the video! Thanks a lot!
Thanks, glad it was helpful!
3:44 Kingdom Hearts music, 10:38 Ratchet & Clank music. DarkDax Man of culture.
Only the tastiest jams here
Them having to clarify something legally obvious that they can't retroactively force previous plans to a new plan is well... But overall they are saying we don't want you to succeed so I definitely see bigger indie studies still steering away from it-which is supposed to be unity's main revenue source. Honestly if they did change it'd be great but so much of the game industry is now about butchering the golden egg laying goose I doubt it'll be able to make a turn around.
They only removed the splash screen for unity 6 and onwards, so now the only way to not have the splash screen for old versions is to pay unity thousands of dollars a year since they cancelled their previous subscription service.
Also 10:37 is that from ratchet and clank 3?
Good old Courtney Gears 🤖
Hands down the best video you’ve done bro! Loved it that you didn’t dogpile it like the no-life’s but also didn’t unconditionally praise it like the paid-off unity shills, and instead get it the benefit of the doubt that some people do just prefer it, but ultimately its a personal choice.
Thanks man! It all comes down to what works for you. It's an intrinsic question.
Been using Gamemaker to make a mobile game for a while. I like that so far, and it feels a lot safer.
My team switched over to godot, stuff like version control and scripting are much easier to handle, especially for our artists-simpler, leaner experience overall
Glad the move was a smooth process! Hope the project goes well!
I never lost faith in Unity, these features are great and the new CEO is amazing. I will be continuing to develop my game/s in Unity in the future.
Sorry Unity is pure shite now compared to modern engines like Godot. You are missing out.
@@skooter500 You sir are the reason I am not switching
@@ELEC7RO that's ridiculous. U should do proper research and evaluate both engines. That would be the intelligent thing to do.
@@skooter500 Never give up never what? 🗣
I don't see the reason for switching either. I'm on Unity and still using it. Been using it since 5 and it's safe to say that nothing comes close to it, for my needs at least.
It is surprising how companies are trying to copy the Apple business model. We don't want you to pay for our product anymore and our work. We want a % of what you sell and build.
No wonder open source is taking over the world when it comes to software. Apple wants 30% of every developer in the world, Unity wants a fee for every game you sell. They are not selling you a tool to build games at this point, they own your game for eternity.
Basically capitalism
When this debacle happened, I switched to Godot and I haven't been happier. An amazing engine!
Godot really is a great engine! Currently following the tutorial on their website!
After 11 years advocating and teaching Unity, I decided to stay with 2022LTS for the current projects and move new projects to Unreal 5. Unity 6 license and the direction Unity is taking in the market is not clear to me, and many indie devs I work with are doing the same movement. If it's the right direction, only future will tell. So Unity 6 is off the table now.
Song at around 8:41? I feel like a deep memory was unlocked but I can't for the life of me remember what game it's from.
You and me both mate. It’s Artic Antics from Crash Bandicoot Wrath of Cortex!
@@DarkDax Aw man brings me back to opening up my brand new PS2 on Christmas morning!! I knew it was either something Crash Bandicoot or maybe Spyro
@@Chrispins me too man haha that’s why I use this kind of music and always looking out for more!
I've completely left Unity behind, the focus on AI, the company basically imploding, the awful pricing and the insanely underwhelming updates and focus on services instead of actual engine improvements just push me away from it, Godot or Unreal are the way to go.
Do you have a preference between the two?
So I'm not a dev... I have started watching videos on the topic of game engines following the story around the old Unity CEO and the shenanigans about the fees... But, if I understand a bit what's going on, basically, they fired the old "problematic" CEO, put that new one, made a nice presentation about U6 and... Still got away with the payment scheme that everyone was yelling about? So, what's the deal at the end of the day? It looks like the old bad CEO has basically served as the PR scapegoat... Or I'm missing something maybe...
I use Unity for a lot of my personal visual-dependent projects (the rest I tend to focus on Python, and at times I might use TKinter for Python to develop interfaces to go with module libraries). I took a few years away from Unity due to life changes and such, but came back to relearn and start working on it again in the last year or so. I have tried going over to Godot and found I do not really like how the editor works with setting up scene assets (not 100% sure what, it just felt off to me), as I have worked with Unity for YEARS. I am holding out hope that with the new direction of management (NEW new actually?), they will realize the runtime fees are going to need to be tweaked a lot more (or even done away with, for something better) at some point. I have no intentions on moving away from Unity3D, as it is my engine, like it is for many, many people (if it weren't, I do not think developers would have gotten so upset about the whole debacle). So I am genuinely hoping they get their ducks in a row and realize that without the developers they have nothing.
Thanks for sharing! While a lot of people seem to be getting on with other enignes, it doesn't work out the same for everyone. Hopefully for everyone's sake they slowly come back strong, but only careful management and time will tell!
@@DarkDax
Agreed completely! I will keep hopeful, as should anyone else who loves Unity3D, while also not getting too worked up if things do not improve in time. All we can do is move on and push forward.
personally I never really had a problem with the runtime fees, i mean if you make enough where you need to pay for a pro or enterprise license then you make enough to pay the runtime fee...
it's unpopular but i still like Unity software, even if I could switch to Godot or Unreal in the future I hope Unity will regain some trust
First of all, thank you for the fantastic video, 25 minutes felt like 10, you have a new subscriber.
I have started learning Unity 2 years ago, trying to squeeze it between my work (software engineer) and Master's degree, and since the controversy played out, I have been greatly discouraged from continuing this journey and trying to complete and publish my small game. However, I will continue with Unity, it is the only experience I have so far and feel comfortable with it. I believe that switching now to another game engine would just slow me even more. It is very frustrating for someone new to the game dev industry that just started to get the hang of things after some time, to now see these horrible corporate tactics that so many companies opt for nowadays and feel like they have hit a roadblock with their journey.
Thank you again for the fantastic work.
Thank you so much - that's great to hear!
Always love hearing about other people's journeys, it reminds us we're very much not alone! What happened with Unity was a huge shock to the industry with indie and solo devs feeling a lot of the frustration. The company's new direction seems to be in good taste but it's still too early to tell so it's only natural to feel this way.
I've just started learning Godot and the level of that disheartening feeling I get realising I can't do a thing in Godot that I easily could in Unity is a bitter taste in my mouth. However, it's so important to remember it's temporary with effort and now I can do that thing (after grumping over it for ages haha).
Good luck with the rest of your project - keep it up!
although the layoffs hurt, its a good thing for the company. They have made questionable aquisitions and overhired like any other tech company, and a company solely focused on game engines does not need that many people at all. It was and partially is an overbloated company. Alot of weird roles as well when I checked 1-2 years ago. The company needs a complete teardown and rebuilding and layoffs are bound to happen as much as they hurt. Lay off people and focus on your core products.
Based on the fact that they fked me up by thinking I'm working in a group and therefore should buy the pro version, even though I've always been working on my own hobby projects without any teammate and without any release to the public, I'm 99% sure their "proprietary model" will fk people up.
I can forgive them for layoffs. Most tech companies over-hired. Investors were looking at everyone over-hiring and pressured their own companies to over-hire, because corpos thought more people developing more features equals more $$$, and people that didn't go nuts hiring would lose out on talent and be pushed out of the industry by competitors.
There was a lot of greed at play from both corpos and developers as well who were ditching their existing companies for those ludicrous covid pay rises from companies trying to poach employees. The only people I feel sorry for are loyal employees that got caught up in layoffs.
Love your content man. Can someone answer me this: if I select Unity to make my game, am i restricted to release it only on Steam? For console it says that you need to have the pro license, 200 dollars a month. If this is the case it is worse to use Unity (only steam) instead of Unreal (problably more than steam, not sure)?.
But you can probably wait to pay for it last minute, like a couple months (depending on how big the game is) before release while you test it on the consoles, up to until you stop patching the game post-release. And I don't know about how it is with Unreal.
Unity is completely fine. Even the original pricing plan released last year would have companies paying less than Unreal Engine.
In fact, Unity was justified in releasing it. They literally haven’t ever made money. They need to make money sometime, guys.
Wut..? Asset Store. Ads. Partnerships... They have a net worth of over $13 billion.
Yeah it's really weird. Webshops for your game take like 30% cut, the state takes 50% of the rest, but Unity with MAXIMUM like 2%, while actually enabling you to create it, is the bad guy. I will never understand this weird focus.
@@waldehuebli6854 Steam is like a flat rate $100 fee and idk where you live, but state taxes here are nowhere near 50%. Unity has had MANY years to build, release and monetize a flagship game on their own engine but recently dropped all game development. Now they're leeching money from devs to support AI initiatives, requiring constant funding for server resources, that devs ultimately opt-in for while having no say in whether they pay for it.
How does this work in regards to free aps?
Not difficult to see it is not worth the money. _But_ most indie game dev beginners, which are the majority of Unity users, won't ever have to pay this anyway. Then again, why built up experience with an engine, if it screws you over in the rare event of having this outlier success game hit? Yes, at that point you're probably doing very well, but you could have been doing even better using a different engine...
3:30 They are already _doing_ that though and will do that in the future for sure. 100% bs to assume they won't based on their 'promise' .
I will not be using Unity after what they did.
No, not yet at least. It is noticeably slower on my pc than other versions and has annoying bugs. Especially if you're making a 2d game, there is no need to switch to the new version. For 3d or online games, i could see myself using unity 6, but for now though, im sticking with 2022.
I'm surprised you didn't point out UI Toolkit at all.
That's a huge overhaul that is mainly meant for 2023/U6 and UGUI is really a thing that felt like it was made in 2005. lol
...this... this is a very... very... good point...
Third comment - thanks for this, I'm still deciding what engine to marry and it seems like Unity is still worth avoiding.
Unity is a great engine for beginners, i prefer it over Unreal
What about godot though?
@@Red_Eagle when the Unity fee mess happened, I switched to Godot and I haven't been happier
@@Red_Eagle I'm not a fan of GDScript, i'm a professional C# programmer
@@digiross7199 Do you make over 100,000 in your game then?
Unity had an insane amount of employees. So the layoffs make sense, and I'm not too worried about it.
I'll continue using Unity for a few more years. But I'm looking forward to using Godot once the C# implementation improves, and .NET adds better Android/iOS support.
imo it's good. Unity is a loss making company, year on year, has never made a profit. If you're hitting 1 million installs of your game, you should most certainly pay for the effort of the Unity engineers. I'm glad they opened it up on the personal end too. If their loss making continues, there will be no engine anymore.
Very well put together video. Gotta say, removing the splash screen makes Unity 6 very tempting...
Genuinely something they should have done ages ago. Steam Greenlight proved that haha
They do this to be not associated with all the shovelware right?
@@edwinkm2016 Possibly. I think the main reason is to give developers a motivation to use Unity 6. Otherwise we won't
The baked lighting morph is getting me hyped.
Genuinely a really cool feature!
Unity shines in full 2D or stylized 2.5D. But 3D? That ship has definitely sailed with the release of UE5. There's absolutely no way Unity can catch up to Unreal in terms of visual fidelity AND ease of use. There's just so much tooling in UE it's not even close. Don't even get me started on Megascans/Metahuman. Unity should focus on 2D exclusively to stay relevant.
I'll use Unity professionally because I'm paid to, but I've stopped touching it for any projects otherwise. I love the software, it has quirks, flaws, and warts, but after 10 years I've gotten very familiar with them but the last few years have just been a glass shattering moment for me. For all my personal projects I'm not making custom, bespoke engines with C++, GLFW/SDL2, and any libraries I find necessary. If I really need to use a premade engine, I'll probably default to Godot for anything light (2D, basic 3D) or Unreal.
I'm thinking similar - my personal project keeps throwing random HDRP exceptions now and bisection isn't helping sadly. Safe to say I'm done for now.
@DarkDax yeah, I can't say I'll never look at Unity again for my own projects but, there's too many competitors to stay with it without a huge reason.
So I personally think that Unity as a company(while yes it's sad how many people got laid off) did what they need to do to regain trust in the developer community(again, for me personally). Getting rid of John as well as getting the IronSource execs out and putting away a lot of the stuff they bought that was for other industry stuff so they can focus on building back their reputation as one of the ideal engines to use for Indies. The layoffs suck yes but they had way too much going on that wasn't going anywhere for 95% of the engine use and the 5% wasn't going to pull in the funds needed for the amount of money they invested to be paid back(John is pretty good at running companies to the ground after all). I did switch to Unreal Engine for a few months and loved it, however I did find an issues where Nanite(one of the big selling points of the engine) actually is a huge hit on performance and should only be used if you have a massive scene with tons of insanely detailed meshes to balance out performance in a big project. Overall the stuff I missed about Unity really made me want to go back so I'm currently checking it out again and I'm likely to switch back since they made the runtime fee reasonable and got rid of the source of the problems.
Verse gets implemented in UE6 and that may attract those that dislike C++ or Blueprint. Im currently learning Angel Script for Unreal 5 and it is really nice. Simple, fast and without compilation wait. So Unity 6 is not attractive to me. Flax Engine and Godot is my backup plan.
I think once fully integrated Verse could be a lucrative alternative for a lot of people. C++ is a huge barrier for a lot of people, though Blueprints appear to mitigate that to certain degree - in some cases people creating entire games with just BPs alone.
Never heard of Flax - will give it a look, thanks!
lets go unity is back!
Great video. I switched back to Godot during the Unity shenanigans because I had builds in both Unity and Godot (I started in Mono Godot for this game), but lately I've felt like either I should switch back to Unity or switch to Unreal, if Unity doesn't get their shit together. I'm hoping they do though, because I preferred Unity, in theory, over the other engines by far. But Unity has a track record of introducing new features, that will be broken in some way, and then they never fucking fix them. For Unity I had actually purchased Animancer to replace the animation system because it was so trash. Maybe things will be different in the future? I'll wait and see.
Don't bother, Unity is only going to get worse or stagnate. Godot would be your best choice
Unity 6 sounds amazing, there is nothing like unity. I can use unity on a 2013 macbook air, unreal. The layoffs sound harsh , but I do know that a reset means cleaning up shop, its a good sign that the previous ceo did not know what he was doing, just my opinion.
No. Runtime fee is irrelevant to me. I use Godot because it's fast and fully featured. Unity is a slow bloated mess by comparison. Horrible to use now.
HDRP just keeps throwing a PrepareGPUShadowDatas null reference exceptions for me now - think it's time I leave that project behind...
I have high hopes for the new possibilities with the Fantasy Kingdom Sample. We're using HDRP in Dead Age: Survivors and I have to say, although we've already optimised the graphics so much, the performance is really not good, especially when I compare the speed with our oder Dead Age 2, which is sad. Maybe HDRP will get better with the new possibilities...
thank you for this video man!
My pleasure!
Sticking with Unity for now for sure. The majority of the layoffs were from the Iron Source part as far as I know. A lot of people are talking about the moral aspect of using Unity, I don't know where it comes from. This is a stock exchange traded company. If you trust any stock-traded company, you are naive, by definition, they can't be. After Unity went public it is very simple to me - does this tool serve me now or does it not? Simples.
Yes, Obviously for most game, and especially mobile web games. Unreal for high fidelity 'photo realistic' scenes.(If you have a really powerful PC)
I see people fussing about runtime fees . Not like your games will even reach that stage for them to collect runtime fees
If it doesn't, no harm done. If it does, you'd better hope it's making enough to at least break even.
Unity couldn't have said it better.
For now I will be reaming to unity 2022 lts or whatever I already used for my project.
In the order to finish the project I have already starting.
After that I will see what can I do move in other engine,
Or whatever until project it's finish I will remain to thet version,
Wean my project it's finish I will Take looks what it's what it's the best option for my next project so I don't the answer until then.
I think a lot of people will be in a similar position. Do you have an engine that peaks your interest at the moment?
@@DarkDax to be honest after the project I'm working now I will take looks
The game im working now it's 3D multiplayer fps but it's early in development
My next project I will probably be 2D platform multiplayer as well I'm thinking about Godot for the 2D egine but I don't like gd script arcature I will take look what other 2D engine's are out there.
Because i don't like the fact the in gdscrip have error be I have add extra space and stuff like that.
The other thing I'm not fun about Godot is the Noted system,
It's just worse version off game component acitectoure
The problem I have is the fact I'm not able 2 add scripts in the exact same directory what I'm trying to say is in Godot you able to add only one script for each noded you don't able to add multiple in the same that it's big limestion for my
Because that means I have to do one off those options wean I add code.
1. add the script on parents nodes
2. and the script on the children nodes
3. Add on the script on the same node
The problem is that each time I want to make a new script (code) I will have to make new node 😞 and I personally not fan of this
For example let say for example that make 2D character from platformer wean I made code for this character I will have to the movement code on the parent object and after that to children object with physics chilled because like I will be from platformer game and after that children object for the fire attack ECT
Instead of adding one object and 3 to 5 compound like will,
In Godot I will have to add 3 to 4 nodes that have data that I don't need like position and stuff like that.
I don't get why people are still even talking about the runtime fee. You plan for a 2.5% fee (cheap compared to other engines) and the runtime fee can only make that *cheaper* for you. Thats it.
Because there are still misconceptions going around. Let’s get them cleared up.
people want to push the idea Unity is bad and godot/unreal are the only ones good engines, when I see more bad-performant games made in unreal than unity, but yeah... And godot still not there.
Should you use Unity 6 to develop your Game?
Absolutely not.
Godot awaits you
godot is worse@@sean7221
My concern is that this license change fails to result in the cashflow Unity require. Maybe the runtime fee will pull in the cash from all those massive mobile game earners, so much that it outweighs the loss of Plus users and higher tiers. If not, then expect another license change in a year or to.
I mean I argued with them endlessly as to how dumb changing from version numbers to version by years and they were adamant that it was the way forward and better for users, when in reality it just looked better for subscribers seeing the numbers go up. Now they suddenly reverse course on all those arguments, especially when subscribinh doesn't mean much when they are trying to grab runtime fee's and we are back to version numbers.
10:59 THE FLOGGING WILL CONTINUE UNTIL MORALE IMPROVES! ARRR, ME HEARTIES!
Unity has finally made a good decision
Damn not only did you have crash bandicoot the wrath of cortex ost, you used the BANGER that it Courtney Gears
Got a lot more bangers where they came from!
I've been having trouble using Godot efficiently so I'm gonna give Unity another chance. Let's hope for the best, despite everything!
Keep trying and you’ll get there eventually! Good luck!
Finishing my game on Unity. Slow, huge compile time, lot's of crashes, im just done. Unfortnly i have to finish my 2 years project but im never going back to this software.
All engines are good. As long as you're a programmer. If you're not a programmer then use Unreal. If you are a programmer. Then use the engine that best suits your programming skills.
While I agree with most devs that the runtime was a bad idea, I'd still be over the moon if I had to pay it. The harsh reality is: hardly anyone is going to pay it.
I have many years invested in UNITY and will still use it . The decision-makerss messed up and the people who chose that road are gone now and hopefully the company will learn from this. Even with the weird charges, it is still cheaper than Unreal and in my opinion is better. I have too much invested to change now. The new rates will only affect people making a lot off their game (everyone hopes to be like pal world) and if you get there you will make enough to pay these fees. I am just glad they have a new CEO and have gotten rid of the people on the board who made these bad decisions. I am also looking forward to the new features. I also hope they incorporate the technology they acquired from Weta. Yes, I know they pretty much disbanded Weta but still have the rights to the software. Here's hoping for better decisions from the board in the future.
Dose WebGL games also count for runtime?
So long as there is any fee associated to installs. I will not be using Unity. My studio and I are working on our own engine. It won't have nearly as many features, but it's still less risky.
Godot feels it's going to be like Blender in a couple of years, in the past Blender was okay for hobbists or personal projects but the industry used Maya, but now Blender is even used in the industry because became so good, Godot is already good for hobbists and small projects, and i think is the best engine for prototyping if you know how to use it, but with the increased attention is getting it may evolve even faster now.
Yup....I switched a few months ago. I ran into an issue where I couldn't set a custom camera matrix (I was shocked that you couldn't do that). I then went online and discovered some had created a pull request for the feature and it should be in either 4.3 or 4.4. If ir didn't exist I was going to modify the engine myself and submit a request. This type of community action will kill Unity. It gives us the power to mold the engine we want.
I’m gonna stick with unity im not so worried. Sure they may do something stupid from time to time but what company doesn’t
R&C OST.
Epic.
Only if you want Unity to have your first born.
They’ll have to make do with my second-born. I already gave the first to Apple.
I won't personally touch Unity again until they remove run-time fee completely till then i don't care no matter what they do.
Did you make $1m in the last 12 months? I'm sure the answer is no. Then, why do you care about runtime fee? If you say you don't like Unity Editor, workflow etc it is good enough.
@@gunhann No it doesn't matter they kept it in and next time we will get charged for mouse movement inside of editor too...
@@thechosenone729 You're just delusional. You're not eligible for the runtime fee yet you complain about it. The best for you is to use Godot.
Any company making enough money to warrant these fees wont be getting the information from TH-cam videos, they will have accountants to do that.