6:16 quick correction, it's not "being able to run 4 instances of your game" but being able to do it in editor, without making a new build and waiting multiple minutes each time.
@@randomcommenter10_ UE4 is also digustingly heavy and that's why most of the gaming industy still uses Unity for 3D games. UE4 takes like 5 minutes to even get running on a decent system while Unity can get up in 30 seconds.
Looking at all this I feel they have made an amazing comeback. You cannot blame unity as a whole. There are teams still there passionate about making the tools that help all of us create games. It was all some investors and management decisions that went on to a disastrous outcome and annoyed and hurt many. I wish the unity team all success in the new path they have chosen. And for all those who have lost anything, let them regain and come get back on foot and once more enjoy the Unity
I intended to switch to Godot, but unfortunately I cannot afford to lose any time learning its jank when I know Unity's inside out, the restructuring and removal of the RT fee make it _just_ safe enough, and post drama I don't feel quite as confident in Godot.
its best you stick to what you know , they are tools at the end of the day. and post drama (and post PirateSoftware's justification of their actions) i am not going to even touch Godot anymore. at least not the base one , i may try out the forks.
They can't implement the runtime fee anymore. They just learned the market won't allow it, and competition is even more fierce now, there are more game engines today than ever.
But they did implement that always online rule. Before the run time fiasco, something like that would make people push back. Now we’re swallowing it down with a thank you on our lips. We didn’t “win”, we just gave them the means to adobe us later down the line
As someone that is working on a smaller, less graphically demanding game, unity 6 isnt really anything to hype over for me. However, i really love that the splash screen isnt mandatory anymore, and definitely a reason for any indie dev to migrate their project to unity 6. Before that, the only thing you could do is to change the color, which did kinda dampened that "unity slash screen = bad game" thinking that could come up.
I always hated it because it made your games look tacky and cheap even if you spent loads of time polishing it and making it unique etc... On the flipside, the crappy GTA clones on android will no longer have the splash screen either, at least it kinda told you what you were getting into haha
The internet thing is the only part that does give me pause (they took steps to right their wrongs and I am willing to give them another chance. For now.) but that is a MAJOR pause for me. I hope what you say is true.
@@OwlScan please try accessing the project directly through the editor and see if it still requires internet. I am not sure where I heard it but I think it was like reddit or something
Hasn't it always been like that?! Where you have 30 days to log in with an Internet connection to verify it's you or that you're still active And if 30 days is elapsed, you just have to go to the sight and log into you unity account
I'm pretty sure that amongst indie game developers, with myself included, the most exciting thing about Unity 6 definitely has to be the option to remove the splash screen in the free version. Unity can finally catch up with Unreal and Godot
Lot of victim blaming in the comments for people who still use Unity or are returning. Just keep in mind, some of us depend on Unity work for our livelihoods and were never able to leave in the first place. It's not always black and white. ❤
hope you still like working in the toxic Unity environment where they will undoubtedly screw you over again. This is why I left Unity years ago before all this because I saw the writing on the wall, any sensible person would have done so as well. Sure it isn't always black and white but there is common sense
@greenpoprocket7965 unfortunately, knowing I was being exploited didn't change the facts that in order to pay rent I had to keep working in the engine 😕 can't afford to take time off to learn a new engine and try to replicate the 6 years of experience I have in Unity to a level that I'll get hired and or paid remotely the same
The multiplayer play mode looks amazing! As someone who plans on updating my currently single-player games into multiplayer that feature is a must for me.
Just downloaded Unity 6. I'm switching over. I'm interested to know more about plugin compatibility. The reason I upgraded was for the splash screen removal and increased upper income limit in the free tier.
So I left briefly to Godot thinking that's a better one with lower configs. Now I am hopping back to Unity. At least they took accountabilities and actions to rectify their wrongs. And there are more upside to Unity in quite a few aspects as well.
@@thisisnowtakentoo Just sort their github issues by oldest. Those are from 2015-2016 yet unsolved. Even pull requests, they didn't care to merged back in 2019.
@@ahettinger525 yes Unity is still a corpo but a corpo with far more documentation and actual real life use that can give you a job. Godot situation is far worse than this.
how's that? they increased the free tier income upper limit; doubled it. you don't need to pay anything until you make >200k in a year. for the overwhelming majority of developers this is a big win. if you're at that level of sales or getting >100k installs a month i'm here playing the world's tiniest violin for you.
@@william_coyne You need a Pro license to sell on any console, so you'll have to pay a Pro subscription monthly for every member of your team no matter the amount of copies you sell, and that, as long as the game is in any console marketplace. Since PC gaming is plagued by piracy, consoles are the only place where you can actually sell your game and expect to make a profit. Unity corp knows this perfectly well and that's why they do it. Unreal Engine's 5% royalties are actually much more friendly than having to pay a fixed monthly price no matter the benefits.
@@Freezedown2505 Yes, you need a license from the console manufacturer, but it's a one time fee that comes with the SDK of the console, not a subscription. So you have to count the price of the SDK and, with Unity, 1900€ annually PER EACH TEAM MEMBER for a Pro subscription, no matter how your game sells. The problem with this is that the subscription price is static, while your sales will fluctuate, so sooner or later, your game will stop selling while you'll need to keep paying the same each month PER EACH MEMBER OF YOUR TEAM. This business model is designed to be predatory for indies. Having to pay a 5% of royalties with Unreal Engine is much more reasonable even if you end up paying more if your game is a huge success, because you'll pay proportionally to your sales, not a static subscription price no matter what. So when your game stops selling, you also stop paying. It's incredible that Unity has come to offer a way worse deal than Unreal Engine, but here we are. Remember that up to 2018, Unity offered PERPETUAL PRO LICENSES. Now they are subscription only. They wanted to be Adobe. They succeeded, and now everybody hates them and for good reason. Until they go back to offer perpetual licenses again, Unity will still be one of the worst business deals of all game engines.
It’s not "always online", it looks as each X days (announced as "every 1 or 2 weeks" in the video). Something I could find bearable in the dev context.
The run time fee being gone is good. Hopefully they will stay more on this path. Not too happy about the internet thing though, but other than that, this is mostly a relief.
Unreal is great and really powerful. Especially with the new updates it's been getting. However, Unity has always been awesome for how easy it was to pick up. Now that it's getting upgrade after upgrade, becoming even more powerful while maintaining it's ease, and also correcting their mistake with the runtime fee, it's one of the best times to be a Unity developer. I'm not saying weather you should switch or not, that is of course up to you. I am just stating my humble opinion as a person on the opposite side of the same coin.
@@ELEC7RO That may be true for most people, but for some reason I seem to be a bit of an outlier. For example, I have never been able to find anything I needed in the Unity documentation. Whereas I have found the most things I needed in the Unreal documentation. I also find unreal easier to understand and use.
@@FireFox64000000 It's kind of funny that I never used the Unity documentation for anything, I just figured out whatever it was that was messing up. Also Brackeys (The tutorial guy) helped me out a lot lol
Me too I tried unreal and out of godot and Unity it works best for me and I love it…except the whole importing fbx thing. I do miss importing blender files instead but honestly the blue print and the rest of the work flow makes up for that. (I hear some people complain about how long it takes to open an unreal project but honestly it loads up fairly quickly for me just like godot did. And my god I love how I barely have to set up anything to make the lighting and shadows look great for my designs)
Yep,. I was just about to jump back onboard. But I primarily like to work offline, to keep my dev computer and work safe from all the online bad stuff. So back to Godot and UE5.
If this release really goes well and proves its stability this'll be the beginning of Unity's comeback. Only thing that's still a bummer is the online thing.
looks intresting. especially the multiplayer feature will be intresting to experiment with. how ever it would be intresting to see if the software have inbuilt network management.
It's not in beta anymore but I'm sure there will be some growing pains. It seems pretty good from what I've experienced just playing around with it. It has some features that 3rd-party behavior trees don't even have.
@@TerminalJack505 I already good enough not having to pay 90 bucks for something that should be standard since BTs can be useful in almost any scenario
If URP and HDRP are really combined in Unity 7, I wonder how much it is worth learning more specific things in URP? I personally prefer URP, with my simple scene that I'm still learning Unity with, everything just looks better. When I ported it to HDRP, then bright light that is too burnt out and shadows that are too dark (although I know that things should be fine-tuned), but what really disappointed me was that soft particles don't work. What I currently miss from URP is Screen Space Reflection. What is preventing this from being implemented? I don't understand the reasoning because it wouldn't be ideal on mobile platforms. If you want to port your high-performance game to mobile, you can simply disable the SSR function there, or make a dumbed-down version of it if absolutely necessary. I think the same about the integrated blur and distortion shader. But what is actually questionable is how much it is worth getting to know the URP on a deeper level.
ahh I don't know man, once I've tasted Godot's instant compile time of gdscript, going back to unity seems painful now.. But as they announced with Unity 7, if I recall correctly, the C# compilation time should be way faster then. I think I'll skip 6 and give 7 a try once it's out!
GD script instant compile time is indeed good. It's the strongest reason I may want to use the engine. But, IDE support for immense refactoring tools aren't there yet unlike C#, but hopefully that suite becomes more available as time goes on.
Instant compile times in an engine that half of everyhing is broken and buggy is a weird take. I'd rather slower compile time with an engine that actually works. And I've worked on Godot projects for years; including commercial ones. The engine is garbage.
@@mowenyao Thank you very much! It is important to try other more open FOSS technologies or even make your own. Unity has made a very bad decision and I see no future for them while they are under shareholder pressure to make money fast instead of building something really great and accessible. I am sure I will be back when a project or job requires me to work in Unity, or even when I can solve something exclusively or easily with it. Until then, I value my peace of mind in a technology that is just as it is, without any attached uncertainty.
well, if I wasn't someone who used almost exclusively custom engines and had much better experience with something like Godot or working on plain DX or OGL, it would've been tempting. they do look like they are fixing their shit and I won't be against recommending them to game dev friends again, I used to do that over UE with its noob-trap graphical interface and godot that used to be really unstable and bad at the start. still hope that Redot will succeed with a team that is focused on actually making a game engine for the sake of game-devs and not to "own the chuds" or whatever it was, but Unity is hopefully going back to the menu with a reliable and good engine that is focused on being an engine again, and not some ad factory or money press.
0:42 - скандал был очень большой. Консолидация сообщества разработчиков была невероятной и лицензия игрового движка осталась прежней. Разработчики могли сложить свои боевые клавиатуры в оружейный шкаф и продолжить разработку на этом движке. Примерно 1000 сотрудников Unity которые были сокращены в результате сокращения расходов, консолидированно выражают сообществу разработчиков благодарность и восхищаются ими.
They really should fix their Linux support (I've seen plenty of native ports of Unity games have massive performance issues, Vulkan still lacks raytracing support, Wayland acts strange), add TAA support to URP, and then get FSR 3 and DLSS 3 integrated on the engine side (Sadly no FSR 3 framegen plugin exists, because that requires modifying how the swapchain is handled).
Interesting. I wanted to try out Unity for 2D games before and then months later after download it the new CEO announced the runtime fee and I didn’t bother to install Unity. I’m glad they’re going back on that and their new Manager is doing good. That said the needing to verify your account every few days by going online is just like DRM and I HATE DRM. So, that sucks. Especially if you work on a laptop and go somewhere without internet connection. Hmm… I guess I’ll try it still but I’m looking forward to 7 more and I hope they remove the online thing. That is going to kill in the long run. I really just want to try making Mega Man X like games and want to ease into it with a good engine.
Here is a suggestion: we all update our games to Unity 6, then we upload an update to the store and the release note title just says "The most important update we'll ever upload." and the description just says "Unity splash-screen is gone.". Maybe it's just me, but I think it would be funny if hundreds of games would do that.
I've moved on, I still don't trust them. And a number of the plugins I bought rereleased and made my older version invalid. The worst one , I spent well over 300. (Opsive I am looking at you here) ... yeah I'm just not going back. They can all kiss my backside.
I bought a plugin for my Unity game and it corrupted the game completely, couldn't be saved and I didn't have a backup. Stopped using Unity the next day.
@@Th3-Mast3rmind no but we get a lot of storms that knock out internet, and I'll also be moving into an apartment soon for repairs to my home and probably won't be able to get decent internet onto that apartment
@@Th3-Mast3rmind Do you really think it's reasonable that free software physically installed on your computer requires internet connection? For 99% of people it's not a big problem, but it's stupid anyway.
They aren't checking for piracy they are checking if you are making a not-game with their engine so they can charge you for the Unity Industry license.
I may hop back onto Unity. They have fixed two things, I wanted gone. Or so I hope. The Runtime Fee. And updates, F-N braking all my work. >.< I had hated it so much that when I got some progress going, and things was working, they change how parts of it works, making me have to not only fix my own code, but also have to fix the code of asses I didn't make, but had to pay for. I wanted to make progress, not spend endless time fixing bugs they made themselves, halting any real progress. It was not fun, and my main reason for not using it anymore. With this change, and if they can honor it, I'd like to use it again.
When you have made the choice of Engine you are going to use, you also pick a version that you are going to use. You don't update all all until you are finished the game no matter what. After the game is working and you have created backups then and only then do the updates so you have a working game to fall back onto if the updates break your game completely. If you get problems doing updates during a project, that's on you!
Anyone who tried to create large maps in Unity (and version 6 will not change this) with a large landscape (in UE5 this is not considered large), understands that Unity has a hard time with this. Even a corridor game with many streamed levels in Unity will have difficulties.
I mean it never is unless you use a template like uMMORPG or something similar. But there is always a lot of things to consider and bugs that are very specific to this feature, so of course it'll be harder than, say, making a visual novel.
I'll say Unity narrowly dodged the iceberg, but a mass chunk of its passengers already casted off in their lifeboats, and only a few will be coming back for this. Honestly, it's healthy to try new things anyway, and it pushes industry competition. While I have left, I do hope Unity does continue to do better as this only helps move the industry, but I myself won't be going back anytime soon. Good reputation can take decades to build but sadly only seconds to destroy.
I like free GPU performance. The rest, I don't care. I'm looking forward to Unified renderer, CoreCLR and also the Netcode Unification which has been on the multiplayer roadmap under "In Progress" for a while now.
Finally back in the right track. And after the direction Godot took with community management, I am actually converting my games to Unity. Happy with the new direction.
I'm glad about this. But I''ll stay with Godot. This whole thing made me really open my eyes for alternatives, and that's a good thing! Thank you, Unity, for screwing up!
Godot: bad CM but otherwise no actual effect on development or release of games Unity: might financially destroy you by altering the deal again How is this even debatable? And if you don't want either, there's literally dozens of engines and frameworks. You can just choose neither.
@@LetrixAR They have different features. Unity had things Godot doesn't have, Godot has things Unity doesn't have. Shocking that different tools have different capabilities, I know.
@@SenkaZver The Community Manager situation was annoying honestly, and while I’m willing to move on from that fiasco, I’ll still be a bit cautious about the Godot community stuff. HOWEVER, as annoying/confusing as that was/is, none of it seems to have any effect on the actual game engine itself (at least not in a way that an online service based software might have.) worst case scenario, newer updates might have some concerning or annoying functions! But A. GoDot is open source, so anyone can fork the engine, or simply add custom features to improve the UI to their liking! And B. It is also free, and as far as I know, does not require any internet connection for a good chunk of its features! (Or no connection required for anything at all!) That all being said, I do hope all parts of the Godot ecosystem: the community, the devs, the software and games, the foundation, all of it, can stop each other from tearing everyone apart before forking Godot entirely becomes a necessity!
Why didn't they do this at the start? Also forcing you do always be online is just evil. Not that mobile data is cheap but there are those times when you can only be or want to be offline. I can give you an example: being off-grid with solar panels.
Because it doesn't solve the problem that they are _still_ loosing money. That's been Unity's problem since they IPOed, one they haven't fixed, and one they will have to fix eventually if they want to remain a going concern.
Who is this "Unity?" Unity is a collection of people. Not one person. But there is one person who was fired by the board of directors due to the mess caused by the runtime fee. This person used to be the ceo of EA games. Now Unity has a new eo with a new vision for the company. So who is this cheating ex? Is it Unity or the former ceo?
The same investors who backed that old ceo are still there. They discarded their puppet, but they’d do it all again if they thought they could get away with it.
Luck is on unity's side again as Godot burned tons of community good will and brand perception. Also unity expansion on web and mobile heavily impacts competing smaller engines like Godot, Gamemaker and Defold.
The internet connection is already here, you need to connect to the internet every 30 days for the personal license, it's been this way for a while. 2019 version didn't have it, I don't remember at what point exactly it was introduced.
🤔, so long as new management don't goof up they should be fine tbh was gonna use unity for something to just try it out but immediately uninstalled due to recent news at time :/ may reconsider eventually
It's early days in my 'proper' usage of Unity as I've struggled to get beyond Tutorial Hell... It's only been two years, on and off... I'm such a filthy hobbyist casual. I have to say that Unity 6 doesn't excite me, other than having another iterative LTS to fumble about in.... but Unity 7 does.
With Unity, things are usually announced years in advance. Didn't someone at Unity say that they didn't want to do that anymore? What happened to it? They're making the same mistake again and are already talking about Unity 7. Believe me, they haven't learned anything. What looks like insight is actually just something they have to do. Of course they then sell it as if they were doing it for the developers. Unreal, on the other hand, has just released something as big as Mega-Lights™ without anyone having heard of it before.
This feels like Unity is on the right track. They admitted their screw up with the TOS and the runtime fee. This resulted in a complete "cleaning the house" with leadership and a big apology. Compare this with Godot, where an extremist bans anyone that dares question them. In addition, the foundation backs this up by saying "sorry not sorry" response.
They won't do that again, but once they regain goodwill (like 5 or 10 years) they will likely show their ass again. Hoping the greater godot community (both factions) can build something stellar by that time so that unity will be kept in check
Unity tried to financially destroy devs and it's still publicly shared. Also let the godot thing go ffs. It's been nearly a month and you people are still this upset over a bad CM, making it out to be far worse than it was. Log off the internet.
@@epicjonny155 That would be suicidal, they are not that stupid. Given the leadership is changed hopefully things are going to be on track. The investors are less likely to gamble by introducing runtime fees.
Unreal presented a project with an acceptable framerate. but Unity 6 'time ghost'... run at 10~20fps in RTX3090. It's not even a project that includes VFX and animation that they released. 'Enemy', which was previously released, also showed a framerate that was impossible to product.Additionally, Unity's biggest problem is that there is no any developer that creates products at the level of the 'demo' presented by the engine developer without modifying the engine code. This indirectly proves that it is impossible to create such a product without looking inside the engine.
In unity official site, they says it ran with 14900k and RTX 4090 but unfortunately I don't have RTX 4090. I'm curious how many frames are produced in 4090.
Not only do I wanna own what I create but I wanna have full access over each and every inch of the source code. So I'm gonna stick with Free and open source Alternatives. Good luck to Unity. A competitive alternative to Unreal Stutter 5 for medium to large teams, is always welcomed.
yah man, i love unreal engine, but it is so awful with the slowdowns, stutter, etc. the overhead on UE is just a monster. currently learning godot in my spare time, so hopefully i can just abandon ship on UE altogether. i've tried mucking about with unity, but never made any progress with it.
UE stutter isn't a problem if you know how to properly optimise your games and precompile shaders, this also applies to every game engine including Unity because they have stutters as well
Shader compilation stutter is the easiest type of stutter to identify and resolve. Traversal stutter and animation deltaT stutter are much worse. I do agree that experienced developers can use UE tools more efficiently. However, since the industry is standardizing on UE, junior developers may end up overusing features without understanding the performance costs that will accumulate over time.
@@ragnarrandom7367 For me, I'm not a fan of blueprint and how they design API to interact with actor. Game object is really straight forward and API is neat.
since 2020 I found that the unity become slower and slower ( 2020 slower twice than 2019 version, and 2022 even more slower than 2020 version ) I tried unity6 it feels better now ( at least faster than 2020 version )
Drama was dumb, runtime fee was immaterial. So my projects continue just fine! 😄 I'm mainly hyped for Profiler improvements and the revenue cap increase, although I'm still aiming to get a Pro license via the console dev programs. Also, it's the same semantic naming they were already using. Except that year-minor-patch highlighted how much their release schedule was lagging behind. Now it's obfuscated - Unity 6 in Oct 2024 is the old 2023 LTS 😅 Hopefully the higher prices puts the company in a better position as far as staffing, and we can keep making great games 🎮
@@s4uss Even if the fee existed, no one would've been affected. Any game big enough to trigger the fee was also big enough to just get Enterprise pricing and a better, custom deal. It was a dumb idea, unlikely to pay out, and the original retroactive version was wholly illegal, so it would've been tossed, boycott or no.
Meh. I guess I am just kind of over Unity. Nothing really excites me here. It's possible that I am simply not their target audience anymore. I don't do multiplayer, I'm not in to high end 3D, I'm not interested in mobile, and so on. It seems so bloated. I'm not sure what I am looking to see with Unity, but this wasn't it. It's good they ditched the runtime fee, but I've moved on and nothing you mentioned motivates me to come back.
I love Godot too much to consider switching back, but it's very good to hear that Unity management has been seemingly corrected. Maybe when 7 comes I'll reconsider
The only way I can see myself going back to Unity is them restructuring into a not for profit organization. I'm working in 2D atm and I'm enjoying using SDL. If I need 3D I'll probably switch to Godot.
After what Godot pulled recently, I wouldn't recommend going with them. With Godot, I tried to work on a 3D game but I had a new issue with the engine just about everyday of development.
Godot isn't really good for 3D games. Seems easy in the beginning but the bigger your game the worse it gets. Perhaps it will get good in 5 years but for now Godot is only worth it for very simple 3D games and prototypes
@@77eight8 it didn't become good in ten years of open-source and was never widely used in its commercial age (guess why). Why to give a chance for the engine that has been stagnating for such a long time? Devs were never changed.
Godot is really in mess now with graphic artifacts. Some of reported issues cannot be solved for years. Many pull request left unmerged for years as well.
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6:16 quick correction, it's not "being able to run 4 instances of your game" but being able to do it in editor, without making a new build and waiting multiple minutes each time.
and what's funny is that UE4 has had a feature like that since day one
@@randomcommenter10_ have you heard the other new revolutionary feature unity came up with? GI with probes, truly ground braking.
@@randomcommenter10_ UE4 is also digustingly heavy and that's why most of the gaming industy still uses Unity for 3D games. UE4 takes like 5 minutes to even get running on a decent system while Unity can get up in 30 seconds.
When unity do weird things Mike strike Unity Hard but when Godot do stupid things Mike minds what he says
@Protech-ps6cw Mike speaks to Game development, not Psuedo-politics.
Looking at all this I feel they have made an amazing comeback. You cannot blame unity as a whole. There are teams still there passionate about making the tools that help all of us create games. It was all some investors and management decisions that went on to a disastrous outcome and annoyed and hurt many. I wish the unity team all success in the new path they have chosen. And for all those who have lost anything, let them regain and come get back on foot and once more enjoy the Unity
I intended to switch to Godot, but unfortunately I cannot afford to lose any time learning its jank when I know Unity's inside out, the restructuring and removal of the RT fee make it _just_ safe enough, and post drama I don't feel quite as confident in Godot.
its best you stick to what you know , they are tools at the end of the day. and post drama (and post PirateSoftware's justification of their actions) i am not going to even touch Godot anymore. at least not the base one , i may try out the forks.
Tried it and it's pretty stable too, glad to have the first Unity 6 Lts. I'm looking forward to the pipeline merger, that's a big one for me.
They can't implement the runtime fee anymore. They just learned the market won't allow it, and competition is even more fierce now, there are more game engines today than ever.
But they did implement that always online rule.
Before the run time fiasco, something like that would make people push back.
Now we’re swallowing it down with a thank you on our lips.
We didn’t “win”, we just gave them the means to adobe us later down the line
ngl I'm kinda hyped for their road map now. Good moves all round.
Yeah, same story as always. Here we go again.
@@dadlord689 I'm willing to give them the benefit of the doubt because of the leadership changes.
As someone that is working on a smaller, less graphically demanding game, unity 6 isnt really anything to hype over for me. However, i really love that the splash screen isnt mandatory anymore, and definitely a reason for any indie dev to migrate their project to unity 6. Before that, the only thing you could do is to change the color, which did kinda dampened that "unity slash screen = bad game" thinking that could come up.
I always hated it because it made your games look tacky and cheap even if you spent loads of time polishing it and making it unique etc...
On the flipside, the crappy GTA clones on android will no longer have the splash screen either, at least it kinda told you what you were getting into haha
or, if you've started development on any other engine, just keep doing what you're doing.
Hey, i think I heard that Internet connection is only important when accessing the Unity Hub, not the editor.
The internet thing is the only part that does give me pause (they took steps to right their wrongs and I am willing to give them another chance. For now.) but that is a MAJOR pause for me. I hope what you say is true.
@@OwlScan please try accessing the project directly through the editor and see if it still requires internet. I am not sure where I heard it but I think it was like reddit or something
@@Oliver-v2g4m it sill required only every few days, not like every day so it's still usable.
Loading Unity.exe takes you to the hub. There are instructions for Unity chinese version to load offline.
Hasn't it always been like that?!
Where you have 30 days to log in with an Internet connection to verify it's you or that you're still active
And if 30 days is elapsed, you just have to go to the sight and log into you unity account
I'm pretty sure that amongst indie game developers, with myself included, the most exciting thing about Unity 6 definitely has to be the option to remove the splash screen in the free version. Unity can finally catch up with Unreal and Godot
Can you remove the splash screen from unreal now?!
@@tnt3t you always could
@@asdfghjkl-jk6mu then why did big corporations choose to leave it on until like 2020?!
Lot of victim blaming in the comments for people who still use Unity or are returning. Just keep in mind, some of us depend on Unity work for our livelihoods and were never able to leave in the first place. It's not always black and white. ❤
ignore them, i bet the big majority of those people would probably never finish anything, let alone work professionally in the field, just posers
Ignore it, half of the comments are from the same type of people who complain when a game doesn't have destructible fruit or perfect water splashes.
hope you still like working in the toxic Unity environment where they will undoubtedly screw you over again. This is why I left Unity years ago before all this because I saw the writing on the wall, any sensible person would have done so as well. Sure it isn't always black and white but there is common sense
That's exactly why Unity thought they could charge you retroactively.
@greenpoprocket7965 unfortunately, knowing I was being exploited didn't change the facts that in order to pay rent I had to keep working in the engine 😕 can't afford to take time off to learn a new engine and try to replicate the 6 years of experience I have in Unity to a level that I'll get hired and or paid remotely the same
The multiplayer play mode looks amazing! As someone who plans on updating my currently single-player games into multiplayer that feature is a must for me.
took them long enough to add that, because UE4 has had a feature like that since it first released in 2014
@@randomcommenter10_
Chill unity has had clean multiplayer support for ages too, this was like an update for better support
Just downloaded Unity 6. I'm switching over. I'm interested to know more about plugin compatibility. The reason I upgraded was for the splash screen removal and increased upper income limit in the free tier.
So I left briefly to Godot thinking that's a better one with lower configs. Now I am hopping back to Unity. At least they took accountabilities and actions to rectify their wrongs. And there are more upside to Unity in quite a few aspects as well.
Yeah, it take too long waiting for Godot and unknown bug from graphics driver are hardly fixed. A lot of reported issues got no one fix yet too.
Be warned, they still have the clause that they claim allowed them to _retroactively_ make changes. Do you trust them?
@@Asinsful Just out of curiosity, what bug?
@@thisisnowtakentoo Just sort their github issues by oldest. Those are from 2015-2016 yet unsolved. Even pull requests, they didn't care to merged back in 2019.
@@ahettinger525 yes Unity is still a corpo but a corpo with far more documentation and actual real life use that can give you a job. Godot situation is far worse than this.
for those curious:
7:56 SIMD , single instruction multiple data
But this Time Ghost demo is the best of their demos to date.
nah Adam was better
Still a subscription service that you'll have to pay forever. And an expensive one that could increase in price at any time in the future.
how's that? they increased the free tier income upper limit; doubled it. you don't need to pay anything until you make >200k in a year. for the overwhelming majority of developers this is a big win. if you're at that level of sales or getting >100k installs a month i'm here playing the world's tiniest violin for you.
@@william_coyne You need a Pro license to sell on any console, so you'll have to pay a Pro subscription monthly for every member of your team no matter the amount of copies you sell, and that, as long as the game is in any console marketplace.
Since PC gaming is plagued by piracy, consoles are the only place where you can actually sell your game and expect to make a profit.
Unity corp knows this perfectly well and that's why they do it.
Unreal Engine's 5% royalties are actually much more friendly than having to pay a fixed monthly price no matter the benefits.
@@SomeDudeSomewhere Well, you need license from Playstation/Nintendo/Xbox to publish console game....
@@Freezedown2505 Yes, you need a license from the console manufacturer, but it's a one time fee that comes with the SDK of the console, not a subscription. So you have to count the price of the SDK and, with Unity, 1900€ annually PER EACH TEAM MEMBER for a Pro subscription, no matter how your game sells.
The problem with this is that the subscription price is static, while your sales will fluctuate, so sooner or later, your game will stop selling while you'll need to keep paying the same each month PER EACH MEMBER OF YOUR TEAM.
This business model is designed to be predatory for indies.
Having to pay a 5% of royalties with Unreal Engine is much more reasonable even if you end up paying more if your game is a huge success, because you'll pay proportionally to your sales, not a static subscription price no matter what. So when your game stops selling, you also stop paying.
It's incredible that Unity has come to offer a way worse deal than Unreal Engine, but here we are.
Remember that up to 2018, Unity offered PERPETUAL PRO LICENSES. Now they are subscription only.
They wanted to be Adobe.
They succeeded, and now everybody hates them and for good reason.
Until they go back to offer perpetual licenses again, Unity will still be one of the worst business deals of all game engines.
@@SomeDudeSomewhereOnly way to profit from your games is to sell on consoles? Okay buddy.
Trust: It takes years to build, seconds to break, and forever to repair.
So true
cough.. godot .. cough.
@@RebelliousX cough.. no one cares.. couch..
there is our Wokot kid. Go woke go broke u d*** f***
@@andrewsneacker1256 cough.. blue hair ... nose ring ... permanent in he||... woke.... broke..... 90 year old a$$.... couch..
Internet connection is somewhat lame... Of course I have alwas net connection, but what if I dont...
It’s not "always online", it looks as each X days (announced as "every 1 or 2 weeks" in the video).
Something I could find bearable in the dev context.
It's not every time, I know because I have shoddy internet and this already happens with Unity Hub. It just has to phone-home once a month.
The run time fee being gone is good. Hopefully they will stay more on this path. Not too happy about the internet thing though, but other than that, this is mostly a relief.
True yet you only need it until the engine verifies your account. After that you can turn it off.
@@77eight8 Didnt he say it needs to constantly re-verify throughout the day
Awesome release!! Stoked to get back into it! Thanks Mike for covering this!! 🔥💪
I'm gonna be honest, the pipeline merge coming in 7 almost made me consider it, but... I'm happy with unreal.
Unreal is great and really powerful. Especially with the new updates it's been getting.
However, Unity has always been awesome for how easy it was to pick up. Now that it's getting upgrade after upgrade, becoming even more powerful while maintaining it's ease, and also correcting their mistake with the runtime fee, it's one of the best times to be a Unity developer. I'm not saying weather you should switch or not, that is of course up to you. I am just stating my humble opinion as a person on the opposite side of the same coin.
@@ELEC7RO
That may be true for most people, but for some reason I seem to be a bit of an outlier. For example, I have never been able to find anything I needed in the Unity documentation. Whereas I have found the most things I needed in the Unreal documentation. I also find unreal easier to understand and use.
@@FireFox64000000 It's kind of funny that I never used the Unity documentation for anything, I just figured out whatever it was that was messing up. Also Brackeys (The tutorial guy) helped me out a lot lol
Me too I tried unreal and out of godot and Unity it works best for me and I love it…except the whole importing fbx thing. I do miss importing blender files instead but honestly the blue print and the rest of the work flow makes up for that. (I hear some people complain about how long it takes to open an unreal project but honestly it loads up fairly quickly for me just like godot did. And my god I love how I barely have to set up anything to make the lighting and shadows look great for my designs)
Using Redot atm, But Unreal is another one i like
Unitys new slogan "it's not as bad as you thought"
It's worse
@@torrescle how
Yep,. I was just about to jump back onboard. But I primarily like to work offline, to keep my dev computer and work safe from all the online bad stuff.
So back to Godot and UE5.
Just asking, UE5 can work offline at all times?
@@Ngong8 , Yes. You only need to login for updates.
Do you still have constant rebuilds when hopping between your IDE and the Engine? That slowdown is enough to never come back
You can turn off auto re-build in your project settings so you can swap back and forth without that, and instead rebuild with you hit ctrl + R
If this release really goes well and proves its stability this'll be the beginning of Unity's comeback. Only thing that's still a bummer is the online thing.
looks intresting. especially the multiplayer feature will be intresting to experiment with. how ever it would be intresting to see if the software have inbuilt network management.
Going through a unity class really liking it. But comming from unreal can it finally hack the unreal look? Without sacrificing a whole weekend?
excited to try the new (beta... as normal) built in behavior tree system
It's not in beta anymore but I'm sure there will be some growing pains. It seems pretty good from what I've experienced just playing around with it. It has some features that 3rd-party behavior trees don't even have.
@@TerminalJack505 I already good enough not having to pay 90 bucks for something that should be standard since BTs can be useful in almost any scenario
If URP and HDRP are really combined in Unity 7, I wonder how much it is worth learning more specific things in URP? I personally prefer URP, with my simple scene that I'm still learning Unity with, everything just looks better. When I ported it to HDRP, then bright light that is too burnt out and shadows that are too dark (although I know that things should be fine-tuned), but what really disappointed me was that soft particles don't work. What I currently miss from URP is Screen Space Reflection. What is preventing this from being implemented? I don't understand the reasoning because it wouldn't be ideal on mobile platforms. If you want to port your high-performance game to mobile, you can simply disable the SSR function there, or make a dumbed-down version of it if absolutely necessary. I think the same about the integrated blur and distortion shader. But what is actually questionable is how much it is worth getting to know the URP on a deeper level.
ahh I don't know man, once I've tasted Godot's instant compile time of gdscript, going back to unity seems painful now.. But as they announced with Unity 7, if I recall correctly, the C# compilation time should be way faster then. I think I'll skip 6 and give 7 a try once it's out!
I'm also thinking about that! the switch from the MonBehavior to the CoreCLR will be huge!! can't wait for it 😊
@@hakemhamdoud689 small correction: MonoBehavior is just a base class for custom components. It'll still be used.
It's just Mono (or Mono Runtime).
GD script instant compile time is indeed good. It's the strongest reason I may want to use the engine. But, IDE support for immense refactoring tools aren't there yet unlike C#, but hopefully that suite becomes more available as time goes on.
Instant compile times in an engine that half of everyhing is broken and buggy is a weird take. I'd rather slower compile time with an engine that actually works. And I've worked on Godot projects for years; including commercial ones. The engine is garbage.
fuck off redot cultist. Stay in your redot bubble leave the rest of us alone. We don't carw about your politics or culture war.
I will update to U6 to get rid of the splash screen. Finish the game. Then start a new one in another engine.
Same
wish you all good
@@mowenyao Thank you very much! It is important to try other more open FOSS technologies or even make your own. Unity has made a very bad decision and I see no future for them while they are under shareholder pressure to make money fast instead of building something really great and accessible.
I am sure I will be back when a project or job requires me to work in Unity, or even when I can solve something exclusively or easily with it. Until then, I value my peace of mind in a technology that is just as it is, without any attached uncertainty.
You just kid
I moved to Godot. Okay, to get the "Godot way of doing things" was a pain in the ass, but now I'm doing fine so far haha
well, if I wasn't someone who used almost exclusively custom engines and had much better experience with something like Godot or working on plain DX or OGL, it would've been tempting.
they do look like they are fixing their shit and I won't be against recommending them to game dev friends again, I used to do that over UE with its noob-trap graphical interface and godot that used to be really unstable and bad at the start.
still hope that Redot will succeed with a team that is focused on actually making a game engine for the sake of game-devs and not to "own the chuds" or whatever it was, but Unity is hopefully going back to the menu with a reliable and good engine that is focused on being an engine again, and not some ad factory or money press.
0:42 - скандал был очень большой. Консолидация сообщества разработчиков была невероятной и лицензия игрового движка осталась прежней. Разработчики могли сложить свои боевые клавиатуры в оружейный шкаф и продолжить разработку на этом движке.
Примерно 1000 сотрудников Unity которые были сокращены в результате сокращения расходов, консолидированно выражают сообществу разработчиков благодарность и восхищаются ими.
They really should fix their Linux support (I've seen plenty of native ports of Unity games have massive performance issues, Vulkan still lacks raytracing support, Wayland acts strange), add TAA support to URP, and then get FSR 3 and DLSS 3 integrated on the engine side (Sadly no FSR 3 framegen plugin exists, because that requires modifying how the swapchain is handled).
Interesting. I wanted to try out Unity for 2D games before and then months later after download it the new CEO announced the runtime fee and I didn’t bother to install Unity.
I’m glad they’re going back on that and their new Manager is doing good.
That said the needing to verify your account every few days by going online is just like DRM and I HATE DRM. So, that sucks. Especially if you work on a laptop and go somewhere without internet connection.
Hmm… I guess I’ll try it still but I’m looking forward to 7 more and I hope they remove the online thing. That is going to kill in the long run.
I really just want to try making Mega Man X like games and want to ease into it with a good engine.
@gamefromscratch Did you say... kerfluffle? :D
He did. I heard him. Someone should report him to the relevant authorities for his crime against humanity.
Here is a suggestion: we all update our games to Unity 6, then we upload an update to the store and the release note title just says "The most important update we'll ever upload." and the description just says "Unity splash-screen is gone.".
Maybe it's just me, but I think it would be funny if hundreds of games would do that.
What a about LTS? When LTS version for Unity 6 is comming out? And what about the LTS of Unity 2023?
I've moved on, I still don't trust them. And a number of the plugins I bought rereleased and made my older version invalid. The worst one , I spent well over 300. (Opsive I am looking at you here) ... yeah I'm just not going back. They can all kiss my backside.
I bought a plugin for my Unity game and it corrupted the game completely, couldn't be saved and I didn't have a backup. Stopped using Unity the next day.
Sounds good, I'm not in a hurry to switch though
Unity 6 is really nice-- good to see there's a strong, viable engine for 2D again.
For 3d also
The offline thing is a deal breaker for me right now
It's weird to even include
Are they afraid someone is going to pirate their FREE SOFTWARE???
A deal breaker? Do you live in an area without internet?
It's so they can change the agreement in the future, retroactively.
@@Th3-Mast3rmind no but we get a lot of storms that knock out internet, and I'll also be moving into an apartment soon for repairs to my home and probably won't be able to get decent internet onto that apartment
@@Th3-Mast3rmind
Do you really think it's reasonable that free software physically installed on your computer requires internet connection?
For 99% of people it's not a big problem, but it's stupid anyway.
They aren't checking for piracy they are checking if you are making a not-game with their engine so they can charge you for the Unity Industry license.
what happened to their Metahuman competator Ziva Dynamics? did they abandon it? seems like a huge misstep if they did.
I would write my own engine before using one that requires a connection....you have to ask if this has anything to do with analytics or AI.
I may hop back onto Unity.
They have fixed two things, I wanted gone. Or so I hope.
The Runtime Fee. And updates, F-N braking all my work. >.<
I had hated it so much that when I got some progress going, and things was working, they change how parts of it works, making me have to not only fix my own code, but also have to fix the code of asses I didn't make, but had to pay for. I wanted to make progress, not spend endless time fixing bugs they made themselves, halting any real progress. It was not fun, and my main reason for not using it anymore.
With this change, and if they can honor it, I'd like to use it again.
They just put in an always online requirement.
They are going to go adobe on you as soon as the market lets them
When you have made the choice of Engine you are going to use, you also pick a version that you are going to use. You don't update all all until you are finished the game no matter what. After the game is working and you have created backups then and only then do the updates so you have a working game to fall back onto if the updates break your game completely.
If you get problems doing updates during a project, that's on you!
Git clone, update the clone, don't like, then delete, like, then delete old
BRING THE RUN-TIME FEE BACK! Said no one...
Anyone who tried to create large maps in Unity (and version 6 will not change this) with a large landscape (in UE5 this is not considered large), understands that Unity has a hard time with this. Even a corridor game with many streamed levels in Unity will have difficulties.
And what you say? Switch to UE? Its bullsh... because blueprints sucks! You never become a game developer if learn UE
@@DantesGraci
@@DantesGraci
You know you don't have to use blueprints right?
Just in time for my move back to Unity.
Question is the Multiplayer Game Creation finally an easy use Case
I mean it never is unless you use a template like uMMORPG or something similar. But there is always a lot of things to consider and bugs that are very specific to this feature, so of course it'll be harder than, say, making a visual novel.
This is why I say Unreal is for multipo& unity single player @@L0upyb0y
What about Fab, when does it launch?
I'll say Unity narrowly dodged the iceberg, but a mass chunk of its passengers already casted off in their lifeboats, and only a few will be coming back for this. Honestly, it's healthy to try new things anyway, and it pushes industry competition. While I have left, I do hope Unity does continue to do better as this only helps move the industry, but I myself won't be going back anytime soon. Good reputation can take decades to build but sadly only seconds to destroy.
I feel like Rose clinging onto a bit of the Unity wreckage, just happy to see Jack Riccitiello sinking to the bottom of the icy depths...
For real very few professionals left unity. It was mainly hobbyists.
@@peoplelikefrank It was enough hobbyists to make them do a 180 though
@@peoplelikefrank just pulling your chain, seriously though I hope the best for both you and your Unity projects. Tis a great engine.
5:20 They are actually new baked per-pixel GI too.
I like free GPU performance. The rest, I don't care.
I'm looking forward to Unified renderer, CoreCLR and also the Netcode Unification which has been on the multiplayer roadmap under "In Progress" for a while now.
Finally back in the right track. And after the direction Godot took with community management, I am actually converting my games to Unity. Happy with the new direction.
i think you mixed up gpu occlusion culling with regular frustum culling there. anyway, thanks for the video.
I'm glad about this. But I''ll stay with Godot. This whole thing made me really open my eyes for alternatives, and that's a good thing! Thank you, Unity, for screwing up!
Better all around, but I'd have to see how it is by the time of Unity 7.
@gamesfromscratch, im honestly unsure now between godot or unity. What would be the deciding factors in your opinion
Godot: bad CM but otherwise no actual effect on development or release of games
Unity: might financially destroy you by altering the deal again
How is this even debatable? And if you don't want either, there's literally dozens of engines and frameworks. You can just choose neither.
@@SenkaZver does Godot offer all the features that Unity has?
@@LetrixAR They have different features. Unity had things Godot doesn't have, Godot has things Unity doesn't have.
Shocking that different tools have different capabilities, I know.
@@SenkaZver
The Community Manager situation was annoying honestly, and while I’m willing to move on from that fiasco, I’ll still be a bit cautious about the Godot community stuff. HOWEVER, as annoying/confusing as that was/is, none of it seems to have any effect on the actual game engine itself (at least not in a way that an online service based software might have.) worst case scenario, newer updates might have some concerning or annoying functions! But A. GoDot is open source, so anyone can fork the engine, or simply add custom features to improve the UI to their liking! And B. It is also free, and as far as I know, does not require any internet connection for a good chunk of its features! (Or no connection required for anything at all!)
That all being said, I do hope all parts of the Godot ecosystem: the community, the devs, the software and games, the foundation, all of it, can stop each other from tearing everyone apart before forking Godot entirely becomes a necessity!
@@LetrixAR Nope missing lots of things.
Happy ten years of coding didn’t go out the window. Diving back in
Why didn't they do this at the start? Also forcing you do always be online is just evil. Not that mobile data is cheap but there are those times when you can only be or want to be offline. I can give you an example: being off-grid with solar panels.
Because it doesn't solve the problem that they are _still_ loosing money. That's been Unity's problem since they IPOed, one they haven't fixed, and one they will have to fix eventually if they want to remain a going concern.
Unity has left a bad taste like a cheating ex.
Who is this "Unity?" Unity is a collection of people. Not one person. But there is one person who was fired by the board of directors due to the mess caused by the runtime fee. This person used to be the ceo of EA games.
Now Unity has a new eo with a new vision for the company.
So who is this cheating ex? Is it Unity or the former ceo?
The same investors who backed that old ceo are still there.
They discarded their puppet, but they’d do it all again if they thought they could get away with it.
@@mylifeonlegendary4490 corporations are people.
I was just watching their live stream. 👀
Luck is on unity's side again as Godot burned tons of community good will and brand perception. Also unity expansion on web and mobile heavily impacts competing smaller engines like Godot, Gamemaker and Defold.
The internet connection is already here, you need to connect to the internet every 30 days for the personal license, it's been this way for a while.
2019 version didn't have it, I don't remember at what point exactly it was introduced.
Around the later versions of 2019 or 2020 iirc, but I might be wrong
🤔, so long as new management don't goof up they should be fine tbh was gonna use unity for something to just try it out but immediately uninstalled due to recent news at time :/ may reconsider eventually
I'll wait for 7 before I try it or buy any more assets
It's early days in my 'proper' usage of Unity as I've struggled to get beyond Tutorial Hell... It's only been two years, on and off... I'm such a filthy hobbyist casual.
I have to say that Unity 6 doesn't excite me, other than having another iterative LTS to fumble about in.... but Unity 7 does.
With Unity, things are usually announced years in advance. Didn't someone at Unity say that they didn't want to do that anymore? What happened to it? They're making the same mistake again and are already talking about Unity 7. Believe me, they haven't learned anything. What looks like insight is actually just something they have to do. Of course they then sell it as if they were doing it for the developers.
Unreal, on the other hand, has just released something as big as Mega-Lights™ without anyone having heard of it before.
Lmao, go play in your UE... Pseudo developer - kid
What about 2D improvements?
I am waiting for unity and Unreal to get fork and have there own spinoffs :D
We got Unity 6 before Cryengine 6!
Unity 6 is amazing and wonderful ❤❤❤❤
This feels like Unity is on the right track. They admitted their screw up with the TOS and the runtime fee. This resulted in a complete "cleaning the house" with leadership and a big apology. Compare this with Godot, where an extremist bans anyone that dares question them. In addition, the foundation backs this up by saying "sorry not sorry" response.
i bet unity is gonna do that again where they start to do runtime fees again
They won't do that again, but once they regain goodwill (like 5 or 10 years) they will likely show their ass again. Hoping the greater godot community (both factions) can build something stellar by that time so that unity will be kept in check
Unity tried to financially destroy devs and it's still publicly shared.
Also let the godot thing go ffs. It's been nearly a month and you people are still this upset over a bad CM, making it out to be far worse than it was.
Log off the internet.
@@epicjonny155 That would be suicidal, they are not that stupid. Given the leadership is changed hopefully things are going to be on track.
The investors are less likely to gamble by introducing runtime fees.
@@tejastjs9981 they will probably do it again
Unreal presented a project with an acceptable framerate.
but Unity 6 'time ghost'... run at 10~20fps in RTX3090.
It's not even a project that includes VFX and animation that they released.
'Enemy', which was previously released, also showed a framerate that was impossible to product.Additionally,
Unity's biggest problem is that there is no any developer that creates products at the level of the 'demo' presented by the engine developer without modifying the engine code.
This indirectly proves that it is impossible to create such a product without looking inside the engine.
In unity official site,
they says it ran with 14900k and RTX 4090
but unfortunately I don't have RTX 4090.
I'm curious how many frames are produced in 4090.
I will see what comes out first. Unity 7 or traits for Godot.
Without the run-time fee, until they decide to blatantly violate their terms of service to implement it again.
Not only do I wanna own what I create but I wanna have full access over each and every inch of the source code. So I'm gonna stick with Free and open source Alternatives. Good luck to Unity. A competitive alternative to Unreal Stutter 5 for medium to large teams, is always welcomed.
yah man, i love unreal engine, but it is so awful with the slowdowns, stutter, etc. the overhead on UE is just a monster.
currently learning godot in my spare time, so hopefully i can just abandon ship on UE altogether.
i've tried mucking about with unity, but never made any progress with it.
UE stutter isn't a problem if you know how to properly optimise your games and precompile shaders, this also applies to every game engine including Unity because they have stutters as well
Shader compilation stutter is the easiest type of stutter to identify and resolve. Traversal stutter and animation deltaT stutter are much worse. I do agree that experienced developers can use UE tools more efficiently. However, since the industry is standardizing on UE, junior developers may end up overusing features without understanding the performance costs that will accumulate over time.
@@ragnarrandom7367 For me, I'm not a fan of blueprint and how they design API to interact with actor. Game object is really straight forward and API is neat.
since 2020 I found that the unity become slower and slower ( 2020 slower twice than 2019 version, and 2022 even more slower than 2020 version )
I tried unity6 it feels better now ( at least faster than 2020 version )
UI toolkit remove the needed to re-created editor UI every frames.
Unity is what Godon't
What if there is going to be a Zombie Apocalypse and there is no more internet? Does it mean I cant develop games anymore??
Definitely keeping an eye on Unity 7, looks promising. For now though, I'm sticking with Godot.
Godot is more concerning with making a gay revolution than actually building a good product.
I'm way to invested in Unity to abandon it. Just glad they finally got their senses back and made the revisions they did to the license agreement.
Drama was dumb, runtime fee was immaterial. So my projects continue just fine! 😄 I'm mainly hyped for Profiler improvements and the revenue cap increase, although I'm still aiming to get a Pro license via the console dev programs.
Also, it's the same semantic naming they were already using. Except that year-minor-patch highlighted how much their release schedule was lagging behind. Now it's obfuscated - Unity 6 in Oct 2024 is the old 2023 LTS 😅 Hopefully the higher prices puts the company in a better position as far as staffing, and we can keep making great games 🎮
Drama wasn't dumb - without it that fee would still exist - boycott always works.
@@s4uss Even if the fee existed, no one would've been affected. Any game big enough to trigger the fee was also big enough to just get Enterprise pricing and a better, custom deal. It was a dumb idea, unlikely to pay out, and the original retroactive version was wholly illegal, so it would've been tossed, boycott or no.
I expected more from a new major version.
Feels like unity is on the right track. I hope they keep it up!
Eh, maybe Ill consider it at Unity 7.
So they made me learn Godot for nothing!?!?!?
It was already waste of time. Many performance issues were never solved for decade, yet some zealots claims otherwise.
If you develop 2D games, no. For 2D, Godot is much better and easier than Unity.
Godot 3D is working great for me. It’s interesting to see what Unity is up to but I’m definitely not going back
@@Capewearerredot cultist, get out tourist
Always Online is a No Go for me. So as they say on Shark Tank, for that, Im Out.
single pipeline about damn time
Meh. I guess I am just kind of over Unity. Nothing really excites me here. It's possible that I am simply not their target audience anymore. I don't do multiplayer, I'm not in to high end 3D, I'm not interested in mobile, and so on. It seems so bloated. I'm not sure what I am looking to see with Unity, but this wasn't it. It's good they ditched the runtime fee, but I've moved on and nothing you mentioned motivates me to come back.
no
Love unity
Unreal engine just makes this all seem like 10-year-old tech
that layout tho
Great
I love Godot too much to consider switching back, but it's very good to hear that Unity management has been seemingly corrected. Maybe when 7 comes I'll reconsider
Yeah, still not going to ever trust or use again tbh
Shigmer move
The only way I can see myself going back to Unity is them restructuring into a not for profit organization. I'm working in 2D atm and I'm enjoying using SDL. If I need 3D I'll probably switch to Godot.
After what Godot pulled recently, I wouldn't recommend going with them. With Godot, I tried to work on a 3D game but I had a new issue with the engine just about everyday of development.
Godot isn't really good for 3D games. Seems easy in the beginning but the bigger your game the worse it gets. Perhaps it will get good in 5 years but for now Godot is only worth it for very simple 3D games and prototypes
You can’t restructure a 1000+ employee company into a non-profit. Not happening
@@77eight8 it didn't become good in ten years of open-source and was never widely used in its commercial age (guess why). Why to give a chance for the engine that has been stagnating for such a long time? Devs were never changed.
Godot is really in mess now with graphic artifacts. Some of reported issues cannot be solved for years. Many pull request left unmerged for years as well.