I think it's a good thing and a wake up call, I freed myself from Autodesk 5 years ago and start learning Blender, it benefits me like I can't even explain! The community start building Blender and it's now the best in the business.. and free. I think the developers game community will move to an open source game engine and the programmers will create all the tools we needs in a store like Blender store. Actually after thinking about it most the tools I used in unity are not created by unity. Unity is not even good in AI and AI will change this industry soon.
people need to move to something like godot game engine and artist need to use 3d packages like blender both of these are open source and best of part of them are they are artist and developer friendly in all means
Prepare for the backpeddle on the fees, but also expect their proprietary data mine "runtime" api to be unleashed upon millions of unsuspecting gamers. Hi Tencent!
There's also O3DE, the open-source version of what once used to be Amazon Lumberyard (which itself is a fork of CryEngine). There's also the Stride Game Engine, I have not looked into that as much as I have had with O3DE, but it also looks promising.
Lumberyard is capable, but it's substantially less easy to use than Unreal or Godot. There's a few others - Studio Game Engine, Stride Engine, and a few others. But I think Unreal and Godot are miles ahead. Still, no harm in trying them all!
That's funny cause I find Godot less easy to use (cannot wrap my head around the "everything is nodes" system). Meanwhile I can follow O3DE tutorials just fine.
@@FerdinandJosephFernandez Think about Godot nodes like if Unity only had GameObjects. There's usually a base node that you stack other nodes of the same type with (2D, 3D, UI). They contribute back to the base node as if they were components of a GameObject in Unity. A scene of nodes can be saved and instanced like prefabs in Unity.
O3DE also has a fantastic networking solution it turns out, production ready in fact. Unity was too hell bent on serving n00bies they forget these solutions need to actually serve a real purpose with more than 8 players MAX.. O3DE has real prediction, reconciliation and if I'm not mistaken built-in lag compensated casts.. you won't find that in "Network for gameobjects" or whatever they called it. When I look for a new engine, I first look if it's multiplayer-ready which a lot of modern games require.@@FerdinandJosephFernandez
Mmm, Godot's C# support is not necessarily perfect just yet. Especially when it comes to testing harnesses and other advanced features, it may not convert so easily. But you should at least try.
@@lorrmaster4778 sadly I do not think there much good 2D for c# other than Monogame(that’s a framework though) and Unity. I usually use c# and Unity for prototyping complex systems but than use Unreal and c++. Yha I have to port to another language but the logic and math is done.
Hey Craig, I've been watching your stuff for years and I really respect what you have to say. I've been working on a project for years now and am finally in a place where I might actually be able to finish it (I've been housing insecure for years and finally got it figured out). All my work has been on features (inventory, an attributes system, a dynamic parkour system that scans objects in the scene etc) not really level design, so I think I'd have to start from scratch in unreal or godot. Would you still switch in this situation or just try to finish the project?
That's up to you. Assuming they don't completely reverse their decision, as of next year, all Unity games will ship with telemetry that is illegal in most countries.
@@CraigPerko yeah I'm asking them if my current build of my game contains IronSource's spyware but nobody is gonna answer bc someone just tried to kill one of their employees and their US offices are shut down. Child casino or not, unreal engine does not have this kind of a user experience.
If you're close to release and many years invested I would not personally switch. I've done a lot of R&D for my game on lighting and shader creation which is in a new place and there is little game there atm. I may still switch, though it will be hard to recreate what I've done in Godot or UE, the former because the engine does not yet support structured buffers so I'd have to drop back to vertex arrays which is, a pain (I just moved away from these for more efficeint implementation!) and the latter because I'd probably have to do some hackery in the engine but not sure... also don't know how the structured buffer support is for UE, the UE stuff also seems to throw nanite and GI at me and I don't want those atm.
I'm really curious by the statements made at 3:20 in the video. I'd love it if you could go into more detail about this subject, it's piqued my interest and I'd love to learn more
Essentially, Unity doesn't dogfood. Compared to Unreal, which works closely with development studios, Unity doesn't. So Unity's priority is on getting things working fast in the early stage so hobbyists feel productive, but then you run into issues with deployment such as localization, controller mapping, testing on different hardware, advanced asset packing or streaming, even simply having a decent testing framework. You can do these things in Unity - people have - but it's much, much harder than in Unreal. Even on simple games, this often bites you in the butt.
This is gonna make me sound like a kid, but I like ARGs and creepy kiddy things. Your voice reminds me of Wally from Welcome Home. Also I didn't know that stuff about Unreal, but I can't think in code, and unless something else that's not Unity gets as good and as non-coder friendly as Unreal, I'm sticking with it.
I don't know anything about Welcome Home, but I'm sure not judging your choice of engine. My only strong recommendation is to avoid the one that's self-destructing.
I am really glad that I invested my time and energy into learning unreal engine, and never spent time on unity. I would feel so betrayed and more than a little defeated, having to completely radically change course like so many artists are doing right now
But you're still at the mercy of the engine's developers, and let's face it, Epic's track record shows that they can be just as merciless are greedy as Unity, if not more so.
FIY best coding language to use in Godot is it's own language called GDScript, C# support has come a long way and is good but GDScript will always been the main Godot language. GDScript is like python in that it's light syntax (no more hunting for the missing semicolon yay). Also saw the comment where you specified the "architectural constraint" of only one script per node, it's been quiet a few years since I used UE but isn't it the same way? PS: for anyone starting Godot the point of one script per node is to have child nodes with the sub functionality in them (usually the "node" nodes will suffice), it is awkward in terms of "should I 'save branch as scene' (iirc the Unity equivalent is prefab) or should I just leave it?" but besides that there's a certain ease of use to see it in the scene tree rather then scrolling through the inspector to find it as well as just simplifying things on the coding side
There's pretty much zero reason to not use C# in Godot 4 if you're comfortable with it aside from platform support. I use C# in Godot and this idea that it isn't 'first class' to the engine is quite outdated. Only issues are platform support which is slowly being worked on.
i don't understand devs rolling their own scripting language - sure it may be less work to integrate for the devs, but it just keeps people away from using it rather than using something they are familiar with. And please don't tell me it is because Microsoft owns C# ---- To be clear, i've made some toy programming languages and it's very fun. But it only seems more of a hassle to put Yet Another Programming Language in a game engine used by far less people
@@jimmyneutron129C# support took a long time to implement and since they were moving away from Lua, they needed something to fill the gap. GDScript is a simple language and has seen major improvements overall especially in performance. Honestly, there's ALMOST no reason to use C# in Godot at this point and we can hardly argue performance anymore.
@@MrMooseRPG1337Might wanna think twice about only using C#. It's very slow at making API calls compared to GDScript. It's really best to use GDScript for most things and save C# for computational tasks.
Hello, I can t understand a structure where you could have only 1 script per node. what if you have a class player, a subclass hero, a transparency class for camera deph, a navigation culling class for camera efficiency. How would you implemet this on a medium to large scale project if you can t have multiple scripts per node ?
What do you refer to with Unreal making money from child gambling? (Legit question, not trying to make a fuss.) Something along the lines of Fortnite loot boxes?
Haha I bet you're sitting comfy having been acquainted with unreal for some time now.. if only the rest of us were brave enough to make the switch back then. Still, not quite ready for blueprints or C++ might have to bite the bullet now.
Just out of interest, apart from performance, how do you find Godot restrictive when its architecture is even more pure and open-ended than Unity? You have nodes, the most abstract and flexible thing you can think of.
@@CraigPerko If you mean that you need a node in your actual scene for every script you want to run, that is totally unnecessary. A script requires a node to exist only when it _inherits_ from its class. But if you want your script to do something abstract that has nothing to do with the scene tree, you can instead inherit from RefCounted or the basic Object, give it a global class_name and instantiate it from code when needed (e.g. var terrain_data := MyTerrainGen.new() ). I think this is quite similar to Unity (although I have not used it for years, so I am not sure).
@@CraigPerko You can have many nodes with their own script in a scene... then include that scene as a single node in another scene... The idea is to use components and inheritance to avoid repeating yourself. So, it's different from the other engines, but once you get it, it's really not a problem.
Mmm...crack. I like the rest of the video, too. Along the same lines as Pico-8, I recommend TIC-80. It's a FOSS fantasy computer with lots of options for scripting language, with Lua as the primary choice.
Why stop tho? is it because of the price changing? The runtime cost? I actually don't know exactly what that is. I watch the entire video but i don't really get it. Can somebody explain to me?
Their most recent boneheaded move is to charge you per install, which is A) extremely silly and B) involves turning Unity into full-on spyware and C) completely illegal in countries that aren't as daft as the USA.
I'm wanting to break away from Unity, but I don't think that I can at the moment, mostly because of the cross platform support (which Unreal probably also has, but I want to use my own engine).
@@CraigPerko It's really weird to see to be honest, I've always considered Unity as the harmless cat in the corner. They put out a decent, easy to use service and that was that. Only now am I looking into all the additional weird services they try to tack on with Unity, and truly grasping the meaning of your mention that Unity never actually makes games. I'm really happy that I chose to start learning tools for Unreal over Unity. I've only started recently, but it still feels like a good step in the right direction (albeit if only for now). Trying to put together something similar to Obsidian Entertainment's OEI tool for branching dialogue. I always learn a lot from you, Craig, thanks man
I just still struggle to see Unreal as an alternative to Unity. We all seem to agree that Unity's problems come from the capitalists and investors that run it. So who is running Unreal/Epic? Because I was pretty sure it's not Santa. If it is not santa, but rather something else with the same letters, how can you ever be sure that Unreal won't take the same route? I see a dilemma here...
Godot primarily uses gdscript. But you *can* use c# or c++ Also, multiple scripts on one object vs multiple script-only nodes under one object nodes is the "issue" you mentioned? Feels like 6 vs half-dozen to me.
I dont think Unity's decision is so bad as everyone is exaggerating it. If you make more than 200k, for your standalone game that you charge and isnt free (.2$) is an issue? While UE5 stacks up in price later on, as well. So the market will get cleaned of low budget, free to play games that are there for monetary reasons only. I worked with Unity for years and this is not a sinking ship. Unity gathers the knowledge and data from UE5, replicate it and will be there. One step behind, but given games nowadays use game engines started on which they started working projects on somewhere about 10y ago. So... it's a bit too much to say its a sinking ship, might be needed and a positive reality check for them and get rid of the CEO and move forward. Not too bad if you ask me. 20 cents per install at 200k downloads AND revenue made. Srsly..? Cmon.
Seriously, stop and think for a second. In order to enforce this, they have to turn every Unity game into spyware that calls home constantly with personally identifiable information - illegally, in Europe and on most phones. Moreover, they claim they can magically tell the difference between game bundles and charity downloads, and can make Microsoft pay for the rest. Tomorrow they'll probably announce they can tell the difference between pirate installs and legal installs, too. The $200,000 limit you've attached yourself to is a handwave, and even then, it's not a large sum. It's a team of three working for one year.
Cool video, but what you are implying at 3.15 is not true, I have completed and published several games in Unity. You give the very false impression that using Unity will put you in a bad situation at the final stage of production but, from experience, I can tell you it is not the case. Both Unreal and Unity are great engines and I use both.
@@jeffmccloud905 What Unity said is that it will change nothing for 90% of Unity developers. Guess what? If you work in the industry with Unity you are in the 10% and concerned. Most Unity users will be students/amateurs etc
@@jeffmccloud905 maybe, but this is part of a trend after all. If I start to seriously work on my game again I will consider to port it somewhere else. Who knows what the future may hold, they will certainly not allow us to grandfather the old license for games that have already been released...
I made this decision a couple of months ago. I was torn between Unity and Unreal. I actually went with Unreal because I thought C++ was more challenging and ultimately it would make me a better coder and game dev. Certainly feel I made the right decision. Unreal and C++ is challenging but worth it.
Godot just.. requires more knowledge in areas that I don't have.. whereas Unreal feels like most 3D content creation software with a visual script/node based language that goes a bit beyond animation and shaders but.. still makes sense. So while undoubtedly Unreal is likely to go in the dump some day....maybe Godot will be a bit less.. "open sourcey".. I find that almost all "open source" software is very much for progrmamers and very very very very very VERY little oriented towards the creative kind of people. This isn't just Godot but general across the entire spectrum.
@@MrChick1984 blender didn't start out as open source.. it was a commercial product and very much made for in-house use by the people that made it the way they did.. and while there has been a lot of changes.. you can tell it's very much made by "programmers" and not people who primarily work visually and is experienced in UX design.. it has been for many years.. a big reason why blender has been slow to get adoption .. and while it IS gettig better.. it's still an absolute pain in the arse to use for many who are used to visually orient and don't typically rely on endless hotkeys.. and the menus on the right side is.. a mess..
Flax Engine is a good option... very Unity-like, with C# and a great renderer, but much more lightweight, and not ran by venture capitalists or child gambling cartels.
Unity is a bare bones engine, while I like the layout, its fast, but really unless your a pro C# programmer you will either need to buy assets to build whole systems. Unreal has multiplayer and AI built in. Unity just got back some multiplayer and for AI just navmesh. I moved to Unreal for my multiplayer game before Unity came out with the new tax system. I have one game I am working on in Unity, then I am out. The biggest let down is the assets I have, some I can use elsewhere but a lot are systems and or tools I got just to make unity a full game engine.
If I'm going to move from Unity, it won't be to another proprietary engine, especially with a company like Epic. They are no better. That's just foolish. Better to use Godot or simialr open source, and develop it from there.
I disagree, I didn't say everyone should use Unreal, I pointed out my experiences with it, nothing more. Only a foolish person would say someone is foolish for using any game engine including Unity. My Main issue with Unity's tax thing is the retroactive part, they should only implement the tax going forward so people can opt out. As for using Godot or any game engine for that matter is use what works for you. Godot being open source itself opens up possible issues, issues game engines like Unreal wouldn't have. At the end of the day if you personally don't want to use Unreal or what ever engine that's up to you and I wouldn't care either way, however I would not say anyone is foolish for using what works for them. @@JasonJason210
Somehow I got unsubedn to you and did not notice. Resubbed. Wish I knew what you knew about unity years ago, iy would have saved me so much wasted time
Yep, 100% unreal will become just as brazen, especially with tencent behind it and one less corporate competitor. Do yourself a favour and rip off that band-aid sooner rather than later, becoming less locked in and leverage-able will be better in the long run.
Ye i agree that epic is exploitative but to just say 'child gambling' seems a bit dishonest lmfao. I guess it's good that users think about the morals of the companies tough, at least we're not denying there are problems.
Good riddance. If you wanted to make a quality product with it you had to customize it to an extend that nothing much from the original engine was left anyway. The only thing it was good for was prototyping and checking out ideas. Aka stuff you never intended to finish.
@@Eschen_ Good luck, you definitely can make great games with it. It's just a lot of effort, like every thing. And I hope you'll be able to survive the content phase 👍
I think it's a good thing and a wake up call, I freed myself from Autodesk 5 years ago and start learning Blender, it benefits me like I can't even explain! The community start building Blender and it's now the best in the business.. and free. I think the developers game community will move to an open source game engine and the programmers will create all the tools we needs in a store like Blender store. Actually after thinking about it most the tools I used in unity are not created by unity. Unity is not even good in AI and AI will change this industry soon.
people need to move to something like godot game engine and artist need to use 3d packages like blender both of these are open source and best of part of them are they are artist and developer friendly in all means
Such a great video, I really love your stuff! Keep up the awesome thing you got going on!
that walking animation is so good
Prepare for the backpeddle on the fees, but also expect their proprietary data mine "runtime" api to be unleashed upon millions of unsuspecting gamers. Hi Tencent!
There's also O3DE, the open-source version of what once used to be Amazon Lumberyard (which itself is a fork of CryEngine). There's also the Stride Game Engine, I have not looked into that as much as I have had with O3DE, but it also looks promising.
Lumberyard is capable, but it's substantially less easy to use than Unreal or Godot. There's a few others - Studio Game Engine, Stride Engine, and a few others. But I think Unreal and Godot are miles ahead. Still, no harm in trying them all!
That's funny cause I find Godot less easy to use (cannot wrap my head around the "everything is nodes" system). Meanwhile I can follow O3DE tutorials just fine.
@@FerdinandJosephFernandez Think about Godot nodes like if Unity only had GameObjects. There's usually a base node that you stack other nodes of the same type with (2D, 3D, UI). They contribute back to the base node as if they were components of a GameObject in Unity. A scene of nodes can be saved and instanced like prefabs in Unity.
o3de is awesome, hope they get houdini engine support soon, i really want to use them
O3DE also has a fantastic networking solution it turns out, production ready in fact. Unity was too hell bent on serving n00bies they forget these solutions need to actually serve a real purpose with more than 8 players MAX.. O3DE has real prediction, reconciliation and if I'm not mistaken built-in lag compensated casts.. you won't find that in "Network for gameobjects" or whatever they called it. When I look for a new engine, I first look if it's multiplayer-ready which a lot of modern games require.@@FerdinandJosephFernandez
GG for Unity.
My current Unity project is mostly just a C# project that uses Unity for graphics, so hopefully there won't be too much trouble switching it to Godot.
Mmm, Godot's C# support is not necessarily perfect just yet. Especially when it comes to testing harnesses and other advanced features, it may not convert so easily. But you should at least try.
Is it a 2D or 3D project?
Flax game engine is c#.
@@nickgennady Project is 2D, but I mostly just want an engine that will improve over time rather than what Unity is doing.
@@lorrmaster4778 sadly I do not think there much good 2D for c# other than Monogame(that’s a framework though) and Unity.
I usually use c# and Unity for prototyping complex systems but than use Unreal and c++. Yha I have to port to another language but the logic and math is done.
@@nickgennady Godot has great 2d support and dotnet 6 with c# 10, which i don't think even unity has
Hey Craig, I've been watching your stuff for years and I really respect what you have to say. I've been working on a project for years now and am finally in a place where I might actually be able to finish it (I've been housing insecure for years and finally got it figured out). All my work has been on features (inventory, an attributes system, a dynamic parkour system that scans objects in the scene etc) not really level design, so I think I'd have to start from scratch in unreal or godot. Would you still switch in this situation or just try to finish the project?
That's up to you. Assuming they don't completely reverse their decision, as of next year, all Unity games will ship with telemetry that is illegal in most countries.
@@CraigPerko yeah I'm asking them if my current build of my game contains IronSource's spyware but nobody is gonna answer bc someone just tried to kill one of their employees and their US offices are shut down. Child casino or not, unreal engine does not have this kind of a user experience.
If you're close to release and many years invested I would not personally switch. I've done a lot of R&D for my game on lighting and shader creation which is in a new place and there is little game there atm. I may still switch, though it will be hard to recreate what I've done in Godot or UE, the former because the engine does not yet support structured buffers so I'd have to drop back to vertex arrays which is, a pain (I just moved away from these for more efficeint implementation!) and the latter because I'd probably have to do some hackery in the engine but not sure... also don't know how the structured buffer support is for UE, the UE stuff also seems to throw nanite and GI at me and I don't want those atm.
keep it 100, Craig.
I'm really curious by the statements made at 3:20 in the video. I'd love it if you could go into more detail about this subject, it's piqued my interest and I'd love to learn more
Essentially, Unity doesn't dogfood. Compared to Unreal, which works closely with development studios, Unity doesn't. So Unity's priority is on getting things working fast in the early stage so hobbyists feel productive, but then you run into issues with deployment such as localization, controller mapping, testing on different hardware, advanced asset packing or streaming, even simply having a decent testing framework.
You can do these things in Unity - people have - but it's much, much harder than in Unreal.
Even on simple games, this often bites you in the butt.
This is gonna make me sound like a kid, but I like ARGs and creepy kiddy things. Your voice reminds me of Wally from Welcome Home.
Also I didn't know that stuff about Unreal, but I can't think in code, and unless something else that's not Unity gets as good and as non-coder friendly as Unreal, I'm sticking with it.
I don't know anything about Welcome Home, but I'm sure not judging your choice of engine. My only strong recommendation is to avoid the one that's self-destructing.
I want to say I’m surprised… but let’s face it, we were just waiting for it to happen
What where the issues that recently affect unity, it wasn’t particularly highlighted?
I am really glad that I invested my time and energy into learning unreal engine, and never spent time on unity. I would feel so betrayed and more than a little defeated, having to completely radically change course like so many artists are doing right now
But you're still at the mercy of the engine's developers, and let's face it, Epic's track record shows that they can be just as merciless are greedy as Unity, if not more so.
Theoretically true but they haven't pulled the whole rug out from under my studio this week like Unity has for its devs @@JasonJason210
FIY best coding language to use in Godot is it's own language called GDScript, C# support has come a long way and is good but GDScript will always been the main Godot language. GDScript is like python in that it's light syntax (no more hunting for the missing semicolon yay). Also saw the comment where you specified the "architectural constraint" of only one script per node, it's been quiet a few years since I used UE but isn't it the same way?
PS: for anyone starting Godot the point of one script per node is to have child nodes with the sub functionality in them (usually the "node" nodes will suffice), it is awkward in terms of "should I 'save branch as scene' (iirc the Unity equivalent is prefab) or should I just leave it?" but besides that there's a certain ease of use to see it in the scene tree rather then scrolling through the inspector to find it as well as just simplifying things on the coding side
There's pretty much zero reason to not use C# in Godot 4 if you're comfortable with it aside from platform support. I use C# in Godot and this idea that it isn't 'first class' to the engine is quite outdated. Only issues are platform support which is slowly being worked on.
i don't understand devs rolling their own scripting language - sure it may be less work to integrate for the devs, but it just keeps people away from using it rather than using something they are familiar with. And please don't tell me it is because Microsoft owns C#
----
To be clear, i've made some toy programming languages and it's very fun. But it only seems more of a hassle to put Yet Another Programming Language in a game engine used by far less people
@@jimmyneutron129C# support took a long time to implement and since they were moving away from Lua, they needed something to fill the gap. GDScript is a simple language and has seen major improvements overall especially in performance. Honestly, there's ALMOST no reason to use C# in Godot at this point and we can hardly argue performance anymore.
@@MrMooseRPG1337Might wanna think twice about only using C#. It's very slow at making API calls compared to GDScript. It's really best to use GDScript for most things and save C# for computational tasks.
Hello, I can t understand a structure where you could have only 1 script per node. what if you have a class player, a subclass hero, a transparency class for camera deph, a navigation culling class for camera efficiency. How would you implemet this on a medium to large scale project if you can t have multiple scripts per node ?
You were a visionary for switching 😂
I was looking forward to this video very much shdjsjdhshsh
I’m curious about what kind of constraints in godot makes your eyes bleed
The big one is how scripts are related to objects.
So you can't just have pocos? :/
Thank you.
What do you refer to with Unreal making money from child gambling? (Legit question, not trying to make a fuss.) Something along the lines of Fortnite loot boxes?
That and the associated secondary gambling industry around it, yeah.
Haha I bet you're sitting comfy having been acquainted with unreal for some time now.. if only the rest of us were brave enough to make the switch back then. Still, not quite ready for blueprints or C++ might have to bite the bullet now.
Just out of interest, apart from performance, how do you find Godot restrictive when its architecture is even more pure and open-ended than Unity? You have nodes, the most abstract and flexible thing you can think of.
Can you please elaborate on the architectural constraints of Godot?
The big issue is how the scripts are stapled to the objects. I don't like it.
@@CraigPerko If you mean that you need a node in your actual scene for every script you want to run, that is totally unnecessary. A script requires a node to exist only when it _inherits_ from its class. But if you want your script to do something abstract that has nothing to do with the scene tree, you can instead inherit from RefCounted or the basic Object, give it a global class_name and instantiate it from code when needed (e.g. var terrain_data := MyTerrainGen.new() ). I think this is quite similar to Unity (although I have not used it for years, so I am not sure).
@@CraigPerko That seems more like a preference (which is completely valid) than a constraint.
@@CraigPerko You can have many nodes with their own script in a scene... then include that scene as a single node in another scene...
The idea is to use components and inheritance to avoid repeating yourself.
So, it's different from the other engines, but once you get it, it's really not a problem.
Mmm...crack. I like the rest of the video, too. Along the same lines as Pico-8, I recommend TIC-80. It's a FOSS fantasy computer with lots of options for scripting language, with Lua as the primary choice.
Yeah, TIC-80 is great oo!
Why stop tho? is it because of the price changing? The runtime cost? I actually don't know exactly what that is. I watch the entire video but i don't really get it. Can somebody explain to me?
Their most recent boneheaded move is to charge you per install, which is A) extremely silly and B) involves turning Unity into full-on spyware and C) completely illegal in countries that aren't as daft as the USA.
I'm wanting to break away from Unity, but I don't think that I can at the moment, mostly because of the cross platform support (which Unreal probably also has, but I want to use my own engine).
It happens, yeah.
I'm binge watching Jonathan Blow videos now
I was just wondering what you thought about the news.
I believe my exact words were "HAHAHAHAHA"
@@CraigPerko It's really weird to see to be honest, I've always considered Unity as the harmless cat in the corner. They put out a decent, easy to use service and that was that. Only now am I looking into all the additional weird services they try to tack on with Unity, and truly grasping the meaning of your mention that Unity never actually makes games.
I'm really happy that I chose to start learning tools for Unreal over Unity. I've only started recently, but it still feels like a good step in the right direction (albeit if only for now). Trying to put together something similar to Obsidian Entertainment's OEI tool for branching dialogue.
I always learn a lot from you, Craig, thanks man
@@Shrimp0Gawd3 Best of luck with Unreal. I have had a rough year, so my progress has been very slow, but I'm sure you'll do great.
As soon as Godot has full support for C#, I'll move over to it.
They made some weird architectural decisions there... it'll be a bit of work to unwind that weirdness.
Do the nerd video about godot current limitations PLEASE ❤!!
It's not a limitation so much as an annoying required configuration.
@@CraigPerko just tell me more 😅
I just still struggle to see Unreal as an alternative to Unity.
We all seem to agree that Unity's problems come from the capitalists and investors that run it. So who is running Unreal/Epic? Because I was pretty sure it's not Santa.
If it is not santa, but rather something else with the same letters, how can you ever be sure that Unreal won't take the same route?
I see a dilemma here...
found the commie
Godot primarily uses gdscript. But you *can* use c# or c++
Also, multiple scripts on one object vs multiple script-only nodes under one object nodes is the "issue" you mentioned? Feels like 6 vs half-dozen to me.
Sure, as I said, if the architecture doesn't bother you, that's fine.
Definitely not the only one though for sure, I keep hearing this node thing brought up and I completely agree.. @@CraigPerko
this does seem pretty trivial...
@@CraigPerko but Unreal is the same. One blueprint chart per node/actor. Actor's components are equivalent to child nodes in Godot.
I dont think Unity's decision is so bad as everyone is exaggerating it. If you make more than 200k, for your standalone game that you charge and isnt free (.2$) is an issue? While UE5 stacks up in price later on, as well. So the market will get cleaned of low budget, free to play games that are there for monetary reasons only. I worked with Unity for years and this is not a sinking ship. Unity gathers the knowledge and data from UE5, replicate it and will be there. One step behind, but given games nowadays use game engines started on which they started working projects on somewhere about 10y ago. So... it's a bit too much to say its a sinking ship, might be needed and a positive reality check for them and get rid of the CEO and move forward. Not too bad if you ask me. 20 cents per install at 200k downloads AND revenue made. Srsly..? Cmon.
Seriously, stop and think for a second. In order to enforce this, they have to turn every Unity game into spyware that calls home constantly with personally identifiable information - illegally, in Europe and on most phones. Moreover, they claim they can magically tell the difference between game bundles and charity downloads, and can make Microsoft pay for the rest. Tomorrow they'll probably announce they can tell the difference between pirate installs and legal installs, too.
The $200,000 limit you've attached yourself to is a handwave, and even then, it's not a large sum. It's a team of three working for one year.
Just because you could afford to give me some of your money for nothing, doesn't mean you should, but go ahead if you want
I ditched Unity two years ago and switched to Unreal and never looked back. Unity was good but nothing good lasts.
we need rust/c# game engine or a proper c# in godot
I agree!
Unreal here I come.
Cool video, but what you are implying at 3.15 is not true, I have completed and published several games in Unity. You give the very false impression that using Unity will put you in a bad situation at the final stage of production but, from experience, I can tell you it is not the case. Both Unreal and Unity are great engines and I use both.
I was hoping this video would explain what happened with unity...
Something about they now charge per install of your game
@@pinchyh that's fucked up!
@@jeffmccloud905 What Unity said is that it will change nothing for 90% of Unity developers. Guess what? If you work in the industry with Unity you are in the 10% and concerned. Most Unity users will be students/amateurs etc
@@jeffmccloud905 maybe, but this is part of a trend after all. If I start to seriously work on my game again I will consider to port it somewhere else. Who knows what the future may hold, they will certainly not allow us to grandfather the old license for games that have already been released...
I made this decision a couple of months ago. I was torn between Unity and Unreal. I actually went with Unreal because I thought C++ was more challenging and ultimately it would make me a better coder and game dev. Certainly feel I made the right decision. Unreal and C++ is challenging but worth it.
Kudos for predicting the Unity situation. I don't really trust Epic's intentions with the Fortnite editor.
Surely Cryengine will get more than 3 users now....surely.
surely.....
lmao the intro
also flax engine
Godot just.. requires more knowledge in areas that I don't have.. whereas Unreal feels like most 3D content creation software with a visual script/node based language that goes a bit beyond animation and shaders but.. still makes sense. So while undoubtedly Unreal is likely to go in the dump some day....maybe Godot will be a bit less.. "open sourcey".. I find that almost all "open source" software is very much for progrmamers and very very very very very VERY little oriented towards the creative kind of people. This isn't just Godot but general across the entire spectrum.
That will be an issue, yeah. Developing software is a different skill set than making it easy to use.
So Blender is not for artists but for programmers?
@@MrChick1984 blender didn't start out as open source.. it was a commercial product and very much made for in-house use by the people that made it the way they did.. and while there has been a lot of changes.. you can tell it's very much made by "programmers" and not people who primarily work visually and is experienced in UX design.. it has been for many years.. a big reason why blender has been slow to get adoption .. and while it IS gettig better.. it's still an absolute pain in the arse to use for many who are used to visually orient and don't typically rely on endless hotkeys.. and the menus on the right side is.. a mess..
Flax Engine is a good option... very Unity-like, with C# and a great renderer, but much more lightweight, and not ran by venture capitalists or child gambling cartels.
Also, Flax mimics a lot of the unity API so moving code to Flax will be easier.
That one is new to me and looks promising, thanks for the hint.
Well, if it can be used for 2D, then HELL yes.
Unity is a bare bones engine, while I like the layout, its fast, but really unless your a pro C# programmer you will either need to buy assets to build whole systems. Unreal has multiplayer and AI built in. Unity just got back some multiplayer and for AI just navmesh. I moved to Unreal for my multiplayer game before Unity came out with the new tax system. I have one game I am working on in Unity, then I am out. The biggest let down is the assets I have, some I can use elsewhere but a lot are systems and or tools I got just to make unity a full game engine.
If I'm going to move from Unity, it won't be to another proprietary engine, especially with a company like Epic. They are no better. That's just foolish. Better to use Godot or simialr open source, and develop it from there.
I disagree, I didn't say everyone should use Unreal, I pointed out my experiences with it, nothing more. Only a foolish person would say someone is foolish for using any game engine including Unity. My Main issue with Unity's tax thing is the retroactive part, they should only implement the tax going forward so people can opt out. As for using Godot or any game engine for that matter is use what works for you. Godot being open source itself opens up possible issues, issues game engines like Unreal wouldn't have. At the end of the day if you personally don't want to use Unreal or what ever engine that's up to you and I wouldn't care either way, however I would not say anyone is foolish for using what works for them. @@JasonJason210
When did Unity got Polio virus? When will it die? I need to attend its funeral. RIP Unity.
Somehow I got unsubedn to you and did not notice. Resubbed. Wish I knew what you knew about unity years ago, iy would have saved me so much wasted time
If you learned how to make games in Unity, the process is quite similar everywhere. Just specific engine stuff to adapt to.
Welcome to capitalism putting PROFIT before morals and ethics
aaaand another commie.
Corporate clown world
Yep, 100% unreal will become just as brazen, especially with tencent behind it and one less corporate competitor. Do yourself a favour and rip off that band-aid sooner rather than later, becoming less locked in and leverage-able will be better in the long run.
"Child gamlbling", what fortnite has no gambling, are you mixing it up with valve lootboxes, fortnite has massive fomo thoughever.
Ye i agree that epic is exploitative but to just say 'child gambling' seems a bit dishonest lmfao. I guess it's good that users think about the morals of the companies tough, at least we're not denying there are problems.
Good riddance.
If you wanted to make a quality product with it you had to customize it to an extend that nothing much from the original engine was left anyway.
The only thing it was good for was prototyping and checking out ideas.
Aka stuff you never intended to finish.
Pretty much!
Why? Performance issues?
@@Eschen_ that's part of it too.
But while unity offers a wide variety of tools and basic functionality they are often lacking.
@@DerSolinski I see. I'm working on my first commercial game in Unity right now, I hope I'll be able to get by with the Unity provided stuff.
@@Eschen_ Good luck, you definitely can make great games with it.
It's just a lot of effort, like every thing.
And I hope you'll be able to survive the content phase 👍
woooooooooooooooooooooooow buddy. in before the shitstorm