#Unity Pricing Changes - MEGATHREAD
1 messages · Page 2 of 1
I feel like it's only "the vast majority of developers" if you include, like, every person who downloads unity and never releases something. The vast majority of developers want a job in it or to make a living somehow off of it, and this squarely effects anyone trying to do so with unity (reduced job market, companies cant pay this shit, etc)
Well i still might be on unity but gonna see how things work later on
Are you serious now? Asking why I am supporting them implies that you believe that I do support them.
Even if some how i got 200k/year getting pro is also an option for not paying 0.2/install
So typical; achieving a discussion with views from both parts seems quite literally impossible in 2023. Laughable.
At best i think mine around 100k download is a milestone atm
Oh, claiming moral victory instead of engaging with any of the points presented or the actual numbers provided, instead opting to take on the lowest hanging fruit and casting it over the whole arugment. Laughable; so typical in 2023.
Claiming moral victory? Fucking hell hahaha.
Sure it gonna hit quite hard on the "successful indie" or the big ones like mihoyo or someone
You did
I sincerely hope these news from Unity affects you @bright zealot
But not as a newcomer like i am atm tho
Keep it civil
Nah, I'm out
Yeah, claiming your opponents are making it impossible to discuss anything at all and it's typical of 2023 is claiming a sort of moral victory as the one who wants rational discussion, even though in doing so you're engaging in a thought-terminating argument that avoids engaging with any of the numbers or points provided outside of that extremely low hanging fruit.
Simple as, it's extremely easy
Reasonable, have a good day
It happens
I dunno if its his case but lots of people get irrationally attached to the tools they use as if they are a reflection of or part of themselves and their ability to create
I used Unreal in the 2020.1 jam and someone hopped in call to tell me to kill myself for being a fake dev, and there's another server i'm in where if you dare to criticize Unity a certain flock of people will always show up to try to deflect and minimize everything as just "things people who dont use it say"
I suspect all irrational over-defense/minimization of the flaws of tools and their parent companies comes from a similar place, I know I used to do it when I was like 14 and had only used Unity for years straight and didn't have confidence in my ability to adapt and create without it
unity still fucking sucks though, and that's a fact
For you maybe because the features you need are in both
holy shit godot bloom
I wouldn't call it early stages either
Its just a preference
It's a full fledged engine that's very much production ready for pretty much any kind of game you can imagine, it also is naturally not up on the extra bells and whistles and convenience things that come with companies throwing cash at an engine project for 25 years like Unreal
Different game engines will appeal to different people. What makes it "better" depends on their needs
Godot has 100% evolved though a lot over the last few years, I'm not sure why you were doubting that @cursive torrent
I dont doubt that it has evolved
It's massively improved from 2 to 3 then 3 to 4
To the point where it's pretty much a production-ready engine (for the supported platforms) if you're willing to do a bit of legwork on certain things
But to say that it has everything that unity has I doubt is true.
Yeah, it's just not true
Unity has plenty of proprietary packages and things Godot doesn't have and of course they're different architectures with naturally different approaches to the same goals
But it doesn't need to
I doubt the render pipeline for godot is also on par
Actually godot 4's renderer is really really good
That was one of the main massive overhauls going from 3 -> 4
yeah I'm trying it out rn and it's like perfectly fine
It even supports Lumen style SDFGI (mainly because Epic funded them to develop it for them with a megagrant :P)
skies are a bit weird but honestly it's probably because I just suck ass
Godots node system confuses me
As with any tool you get used to it, its just different from what we're mostly all used to after years of using other tools
I have not looked into it yet but it probably will confuse me as well 
I want to get comfortable with the editor first
Very confusing for a little while
But you get used to it, it’s super nice and intuitive
Personally, I've started porting the WGK to a fork of Bevy. At this point I'm looking to sever any one point of failure with a company for a tool, and I really like its architecture moreso than I care for the missing features I know I can implement myself (as I have done in other engines)
It’s sad that Unity made such dumb decisions but it’s exciting at the same time as it’s finally opening consideration for all these other engines that have been developing and growing throughout the time we used Unity
yes unity is now promoting other game engines 
Dude
I keep expecting things to just work like in unity
But i think godot is different in that sense? Or im just not understanding it yet
Okay
The CryTek guys are hard at work on CE 6
NDA and all so I cant say much
But I hope they decide to drop an announce preview and sweep Unity's fuckin knees out
Purely so the old king can return to his throne :P
That’s going to be amazing! I can’t wait to see what they have brewing, it’s been so long since CE has been on the forefront
I'm a big fan of CE 5's architecture, its just hard to hire for, no resources to learn, but I love working with it. If 6 polishes this up for the end user (no more manually winding blend space polys on graph paper i beg you crytek), markets it well, and makes good resources they have a slam dunk on their hands
And they have a good plan, and are really hard at work on the thing, and seemingly very excited about it
Isnt CE the most complicated thing ever?
So I am excited too
5 is, part of the focus on 6 I suspect is streamlining the experience
CE through 5.7 is an internal tool they provide to the public as a courtesy so you get all the jank with it
and all the dependencies on their 50billion other tools in the pipeline like flash
which helps complicate things
I maintain an internal fork of CE for one of my teams and yeah its a great engine with lots of potential that's just never been made actually polished and usable for indies basically
I’ve been expecting the same thing 😂 We’ve tried migrating to unreal years ago but we kept finding ourselves going back to Unity because it’s where we were comfortable
Yeaa
Im not a game dev by any means but the transition sure is humbling
That’s going to be incredible
I haven't actually touched unity in years but i had experience with it at some point
It’s fun! It will for sure feel weird for a couple weeks or months even, like a break up almost 😂 but it’ll slowly click the same way it did for us with Unity
Exactly 😂😂 and it’s unpaid advertising
It's funny too cuz I got 4 different Unity ads on Instagram today
Which means they're pumping the ad spend to try to counteract the PR hit
Which clearly won't work as new people coming into the engine are either experienced enough to be looped in on this anyway or not experienced enough to be worth anything to them in terms of revenue for a few more years of learning, by which point they will also find out about this
I mean godot doesn't look that bad honestly (that GI thing is carrying it so hard lol)
without SDFGI
Like with Unity you have to put in some legwork to make it look appealing
I think Unreal is the only of the main 3 that looks “good” out of the box sans some GI solution, and it’s just set up with good defaults
yeah, although it wasn't that bad, just mostly sky stuff and for some reason it is really undersaturated by default
without saturation boosted
Yknow there is an upside to all this
The #1006674889211641856 and #1006696053879349290 channels will finally be used 
let's gooo
the only thing I'm wondering about is the godot % of the next gmtk jam
that's gonna be interesting to see
I think Unity still would dominate, as game jam games usually don’t make a couple hundred thousand dollars
Though maybe a lot of people will switch, so I can’t know for sure.
yeah that's true but the godot users are definetly growing
just looking at the introductions channel in the godot discord alone
It’s like these news were made to support Godot
there's a lot of people switching
I think people who switch because Unity just killed their job market and said they’d punish any success would choose to use the engine they switched to regardless of whether their jam game would get caught up in these rules
The engine it self not bad nor it devs
Its the leaders behind the engine only see short resort in a dream world and not being realistic for long term
any good news boys?
Not really
They did some "clarification" which was basically just "It's not entirely what you think but we're still gonna screw you"

They have still given absolutely no information about how they track installs
How would they know what's a demo and what's not

I'm reading they acquired some spyware company to track that stuff
They sure did
Yep that's where I got the screenshot from
this one

I need to see john ratatouille in jail
Btw not sure if anyone has seen it or if someone posted it already but
I think I might've posted it actually 
Kenney has made their statement
https://twitter.com/KenneyNL/status/1702238644671512666/photo/1
The problem with switching engine is that it is not as simple as it seems for some. For example, I already committed more than a year worth of development, invested quite a bit of money into the project as well.
As much as I like the Godot engine, the simple reality is that it is not powerful enough for some type of projects. I am working on an open world game and I am pretty sure Godot cannot handle such game at this moment at least. I am sure it will improve but that might take a few years...
Unreal is powerful but has a steep learning curve. It has different coding language, architecture, workflow, etc. Switching to Unreal, would require deep understanding of the engine, which could take a substantial amount of time, as well as, recreating everything from stretch which is also quite ridiculous undertaking...
If Unity dies, I gain at least two years of delay just getting back to where I am now... And I lose a lot of money with all the wasted tools and other things I have purchased for my current project. This whole situation for some might be less critical, but for someone like me, it is beyond depressing... So unfortunately, I fail to get that 'just switch bro' attitude 🤕
That is an understandable position to be in. I actually mentioned that in the OP - it's not always feasible to switch engines due to commitments with projects currently in development. That's totally fair.
But I hope that going forward you will reconsider. Finish this project you are making, and any future games you make, do in a new engine
Future games, definitely... I love and hate Unity at the same time. In the future I will transition to Unreal I think.
The one good thing to come of all of this is that many studios have made the decision to ditch Unity either immediately, or for all future projects. This means a lot of people will be having to gain a new skillset, so I actually wouldn't be surprised if blog posts, tutorials, and whatever else, start cropping up with tips and resources to help transition to a new engine
Like Kenney's statement that I just linked, they're going to start creating asset packs for other engines now. This is a good move
I expect to see more of this
so the major issue is f2p games but does it applies the same for crowdfunding (let's say you won 200k by kickstarter and you make your game free but 1M dl your game) do you have to give money to unity?
Yeah that's true. The annoying part is that I have been using Unity for years and I really like this engine. Until now I haven't even considered switching. But I guess it is what it is...
Hahaha
"no charges for repeat installs" "no charges for fraudulent installs"
hmm yes my favourite bullshit
That's a tall order considering it's fundamentally impossible to prove either of those things
Yeep
@unity These are not the top questions, stop trying to weasel your way out of this. How are you tracking installs? Unless you give details on how this system actually works, no one is going to trust you ever again.
No it isn't, install malware and track it
It is - if you're doing fraudulent installs the malware can get fucked, you know how many hardened, disguised Xen VMs with their own identifiers I can spin up and down rapidly from a base image in a couple minutes with a shell script?
Anyone can
You also going to run each vm through a VPN?
Add some varied timing, use residential proxies and it becomes too sophisticated to easily prove before the bill hits you anyway
You've never heard of residential proxies...?
Just have it go through Tor and use a new route each time
I have not
They're mostly illegal but the entire activity being discussed is too
Exit nodes are too detectable
That's trivial to counter
Residential proxies are not
You can buy giant lists of hacked residential machines/home computers that have been reconfigured to work as proxy servers
If you're committing to bankrupting someone thru fraudulent installs anyway its within the range of how unethical they'd be willing to get
And it makes the process of detecting bots REALLY fucking hard
Welp that is highly illegal
but you're right that is a concern, just because it's illegal doesn't mean people aren't doing it
The entire action we're discussing is already computer fraud, so computer fraud by paying 20 bucks on a site for someone's pre-hacked list is on the table for someone willing to do it
The point is it's extremely, extremely easy to circumvent virtually any way to track repeat or fraudulent installs, given an experienced (or mildly dedicated) attacker
And the possibility for people to abuse a system fraudulently IS something that has to be considered when coming up with such a system due to the real world consequential impacts of deploying such a system, so there's no excuse for "its not their fault there are evil people out there!" as i saw someone post on twitter a bit ago
if you have the number of game bought through steam, aren't you able to calculate how much you have to give to unity ? and so contradict what unity ask you to pay?
Sure, assuming your game is only ever distributed through steam and you never, ever intend to release a DRM free game, which isnt real life for multiplatform games and games with devs who dont want to bundle it with DRM
And assuming Unity decides to include a clause for that and doesn't just make it explicitly their tracked number in the license, which they can do (altho will be sued for it at some point)
damn...
but yeah ultimately, it doesnt really matter. no company worth their salt will intend to continue revolving their entire process around this single point of failure that just proved itself fully untrustworthy
I can't understand how they will apply those changes... I just think they will use this to do another change like a %
They force spyware into the engine to detect installs -> they bill you for it when it triggers
They did buy a spyware company
lol from now on when i download a unity game i'm blocking it in the firewall before running it just to do the dev a favor :P
But company like steam epic ect will just delete the unity games out there if that's the case, right ?
Not really
Spyware in this sense is just collecting identifying information about your machine and the game you play and sending it off to Unity's server
The same way many games on Steam do and the way Steam... itself... does. It's no different than any DRM and not illegal
They're just forcing devs to bundle it in and distribute their spyware in the process while charging them to do it
god...
this sucks, I have been doing a project for a long time for nothing... godot doesn't seem that great and I can't stand unreal engine...
Those aren't your only options y'know
🤝
I think I'll still publish it because realistically there is very very few chances it goes past 200k dl.
this seems to target FTP games mostly right?
yeah
same but imagine they do a little bit of trolling and just fake increase dl and ask for a lot of money

let's just hope it's a trustworthy company 
given they're talking out their ass and hiding their methods.....
and I have the fear of unity just being deleted...
if i pirate a game will that still count as an install?
it shouldn't but it's unity
if it does then that would be considerably worse imo
well that's not an opinion that's a fact
because not only will you pay for legit installs, but also pirated installs too
they'll expect you the developer to detect, report, and prove the pirated install
Lol
didn't they partner with a malware-development company last year
Per install of your games
This is probably worth a pin
yes
and lose money
hmmmm
correct probably
true
no this is not an infinite money dupe
lol
i was thinking like, just never sell my game
but if i wanted to pirate it i guess id have to at least market it, no?
how tf does unity track that?
keep in mind that all of this only takes effect if your game makes >$200k a year and has 200k "installs" (for free unity people)
hmmmmmmm
market my game, pirate it, then take it off the storefront
but why
fraudulent installs wont be charged, right?
actually the correct way to do this would be to:
get to ~$195k profit with sales
make your game free and never exceed the $200k treshold
doesn't matter because the $200k treshold is never satisfied and there's and AND between the two things not an OR
oh
alternatively you could just do the same but with $1m and unity pro
I wonder what would happen if you were to stop having unity pro but have a game with thresholds over the free unity license
probably nothing
they just send a hitman lol
just would have to pay for the new installs or something
this unity thing is so confusing to me😭
ultimately it doesn't matter to me because I'm a godot user now babyyyyyyyyyyyyyyyy 😎
It's per year? I thought it was like... lifetime tbh
I must've misread somewhere
the money part is /12 months and the installs is lifetime

clicktoaddtitle can your title be ligma

Ok but what if you duplicate your project and upload a build from that in its place, would the install counter basically reset? 
y'know with this many devs switching to godot, i feel like i could try and make a tutorial for the first time, since i had transitioned from unity to godot a year ago, so i have more experience than people transitioning only now
that would be a fun thing to try
yes that is literally free success as many people are in demand for tutorials right now (probably)
Absolutely there's probably a huge need for godot tutorials catered specifically toward unity devs
You're insane if you didn't
I would definetly try making tutorials except I'm new to godot so that won't really work that well 
i'd probably need to get a friend to voice it because i've no mic...
text to speech is always an option
or just text only I guess
god damn I open my news feed on my phone and the first thing that shows up is literally the unity pricing changes
What sucks most is - there's no way to move 4 years of progress from Unity to Godot. Scripts, particles, animations, and all. If there was - I would buy it
Or From Unity to Game Maker, etc.
you could technically just do this
if you were to actually release it
I would say that if someone has a long term project that's over 50% done should finish that game and then move to a different engine
True,
I'm better off using/learning a new engine
Hopfully Godot, GMStudio and other 2D engine have the same level of quality for post processing and visual effects in the future
is gmstudio free
Yeah but you have to pay a monthly fee to export
Other than that your games are locked to browser experiences
I'm considering GDevelop, Godot, and a few others
It all went down hill when Brackeys left, haha
yeahhhh but production quality
Godot has an entire documentation dedicated to the Shader system, whereas most stuff is included in the already extensive base documentation, and godot 4.0 adds quite a few good 3D post processing options
Really? Also this for a 2D game
the shader system works in 2D
the general post-processing for 2D is a bit limited from what i could find, but there's still bloom and color correction
but uhhh the shader system makes up for it as it's very versatile
i was able to make a vignette effect with it from scratch without any knowledge on the system
Ok, thanks - I'll look into it more
Hii everyone , I am an Unity Developer and spends years working with unity ... I just want to ask is it really a good idea to ditch unity and move to another engine considering how much hours I had behind unity and learning it's whole engine ? Cuz , learning a new engine requires to go through most of the same process ... I literally want some mature advice on this ... Cheers
if you already learnt an engine decently, it shouldn't be too hard to learn a new one
not only is it refreshing to start over, godot might just straight up be more comfortable for you depending on your preferences
and it's not that hard to transition from unity to godot (and im assuming this applies to transitioning to other engines too)
especially once i make the tutorial
Link to your channel?
i haven't even started making the tutorial (probably will tomorrow if i don't forget), but if you want i can link my channel in dms
i haven't made any tutorials before though, i mostly post stuff i do for fun on my yt channel, like game montages and stuff like that
Yes, please!
alright
Then there are some questions you should answer for yourself: Does the new policy work with your (planned) business model? Do you trust unity enough that they won't alter the deal against you in the future? Do you have the means and finances to switch to another engine? Does the new engine fulfill your requirements?
Alright im new to game dev, kinda. I started last year, i find Unity the cleanest experience i have had so far. I never felt overwhelmed by what i was looking at, always seemed to know exactly where things were even at the very start. I just tried Godot and i feel a sense of dread just looking at it (im not insulting it, i think it's an amazing project). I know its not the same and i know it will never be. I don't like Script-like languages, i never did. C# was clean and was a mash up between the two languages i knew the most, C++ and Java. Unity feels like a familiar face when developing. Do you guys feel like they'll take back this approach or do you think they won't take it back and fail as an engine in the end?
i doubt they will tbh
but hey, ya never know
i never thought i will consider switching engines and even after the overwhelming announcement, i don't think i will change engine....for now
i think godot supports c# im not sure
ye it does
i was already interested in godot, if unity doesn't back this change i'll probably stay in godot, rn for me its just a reason to learn godot
i've been talking to some people that use Godot and as far as i know its not a fully flashed out thing and they do not recommend using it
I might try it anyway
honestly gdscript is really not that hard
yeah definitely it lacks maturity but if you've been using other engines and stuff i think reading the docs / following some tutorial would be enough
it's similar enough to c# that you'll be fine with it most likely
and godot is really similiar to unity, i've just started using it
yeah I hit the same issue with c# support so I'm powering through gdscript and see if it's something I can stomach in the future lol
the problem isnt understanding the language itself, i can read it just fine but i end up using a different approach from what is intended and some stuff really look alien to me (absolutely normal, it's a new language and i never tried to learn a script language)
as far as you guys know, can i use Visual Studio with Godot or am i stuck to the in-engine script editor?
eww visual studio wtf
yeah you can
you can use pretty much any external editor i think
that's a starting point, thanks
lmao i know, VSCode is bugged af and i hate it, probably will never change it tho
so, switching to godot, yes or no ?
yes
i'd say yes for commercial projects
it depends
but it's more complicated than that based on current projects
i think i'll keep using Unity as far as im making private projects or just testing stuff out. I wanna learn Godot in case i have an idea for a game i wanna actually try to publish
I hope Godot tutorials will bloom in the next months
I wanted to start on a commercial game - a small one tho. Tower defense ish with building style of Clash of Clans (just grid based lmao) but with a few other aspects like controlling your units as in age of empires, unlock new buildings with researching.
So maybe ill give it a shot, but i need to learn godot from scratch so
will be fun , i guess? 😄
Well, good luck! I think i'll wait a bit before starting with Godot. I just wanna see where this situation is going to end up. If it goes bad, Godot it is. I already installed it so im just waiting on news from Unity.
I'd say start getting used to the interface while waiting because why not
yeah, i think i'll start watching tutorials here and there. if i feel like im beginning to get somewhere, i'll def start right away
thanks everybody, wish everyone a happy rest of the day
ayo what
wholesome games community
si gh
isn't it great that the godot community is so good
why wouldnt they reverse it a year later... you never know now. Maybe just take the safe bet and get used to godot. Got used to Unity for a while now so that kinda sucks 😦
have to start over
dang
That’s actually insane behaviour
Yeah same, i feel like i can do anything i want with Unity and just as i start feeling like making an actual big project this happens
EXACTLY lol
i think its a bad idea to take that idea to godot...
since i have 0 idea about godot
maybe the classic 2D platformer tutorial it is lmao
Yeah ahah
same but I'm already making my own player movement 
just to learn the basics
and it's just working somehow
i wanna keep using C# tho, since i am also C# developer as a job. don';t wanna mix the weird languages
godot supports c
Good job! I was watching a tutorial but the guide made some weird checks for the movement
that is already gone for me since I have to learn python, java, html, css, javascript all at once in school 
If unity had another language I probably would have never started making games. C# felt like C++ with everything i wanted from Java and it feels amazing to use
the only thing for now that I don't like about gdscript is having to var everything
also this looks cursed af
You don't have to if i am correct?
gdscript has keywords and classes i know and understand, until we get to actually making something
rainbow
🤩 😊 🥰
just use the mono version with c#
make ez
The decision sparked an astonishing backlash against Unity [...]
"astonishing"
predictable would have been a more accurate term
on top of taking a flat out premium of your revenue they want money for each install
this looks kinda dope tho
https://www.udemy.com/course/godot-4-create-3d-rts-style-game/?kw=Godot+3D&src=sac
they care about the safety of their employes but not the voice of the community ??
this is bullshit
employees are humans too
It's not the employees' fault, it's the EA guy's fault
ye

also sending death threats isn't really gonna solve the problem
so what are we then ?
consumers
yes, well they've back pedaled a little bit
I'm unsure if they'll fully reverse the decision though
ive watched an Asmongold vid about he commenting on a video of gamedev on the unity scandal
and he made a good point
small indie devs prob won't reach the 200k mark, but they dream about it right. Now with this you take away the dream since if they reach it, it will just cost them a lot of money
yea you turn that dream into a nightmare
3 stepsons?
xd
Can they get sued by big developers for changing the contract on them?
i was about to say, they made 3 steps ahead, 2 steps back, still same issue
probably
in america you can get sued for anything
yes. a class action is already in the works

im not american
lol
https://blog.unity.com/news/plan-pricing-and-packaging-updates - The Full Post
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http://unity3d.group - Join the Group (Facebook)
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ht...
a quick (and non-reactionary) overview
Goodbye Uniy, Hello Godot
not sure if i should go with ue5 or godot
think about what you want to make, if you want high fidelity 3d graphics go with ue5
if you want a more stylized look for 3d or just 2d in general go with godot
ill give both a shot
UE5 has some good updates
especially UE5.2
yea saw some stuff
i dont really like blueprints in ue and im too lazy to learn cpp
godot is quite confusing imo
they are doing something u know
i aint
i love game dev
same
but this makes me angry ngl
frfr
actually a viable strategy
start learning game design, writing, art, music whatever other parts of gamedev that's not part of actually coding a game
anyways gotta go sleep now gn
gn
honestly even if they reverted these changes noone would trust them anymore
as soon as someone sees the 'made with unity' bs they would unistall the game
I'm back to say that I am impressed with godot. The prototyping speeds I find much faster than Unity and wow I got into it quickly and was able to pick it up as well. Getting things running are faster and no compile times that keep breaking my flow

source: theguardian.com
Just to clarify - as long as my demo DOESN'T allow the user to buy the full game from inside the build, I'm good right?
I'm REALLY considering doing this
Only concern is, at ANY point in the future - Unity COULD remove the "AND" part and just say sales or profit count
But I'm really considering it
The other problem is, I would have also screwed over 1000s of players by making it free afterwards
You don't even need to make the game free. You could just temporarily delist it for some arbitrary reason until the next fiscal year
That way the 200k counter resets
I made my own engine for Minecraft.
Implementing the rest of the game is a much bigger time investment than making the engine.
There is no middleware for innovation.
10460
354
Thanks, Notch, very cool
lmao i didnt know notch was still alive
@unity @unity if you can detect pirate installs, then why is so much of the Asset Store pirated?
132

I'm making one specifically for transitioning from unity to godot
Yes.
I worked on an early, very different iteration of the @unity pricing changes ~1 yr ago
My thoughts:
- Unity strategically had no choice but to make changes
- Devs are upset, but it isn't quite as bad as it seems
- Unity's comms & implementation wasn't great
More below 👇
423
an interesting thread with information regarding the reasoning behind Unity's decisions
so what do I do in this situation I am starting my adventure into game design and I had just finished some of my movement stuff in unity is there any chance of them backing off or am I jsut gonna have to migrate to godot
Even if they back off, I don't think you should support them
I'm just lost on this, like how close is godot to unity
pretty easy to transition from unity to godot
Unity have a very versatile customer pipeline... no one is want to lost their customer think that way..
Took me about a week to transition
how easy would it be for just a bean, the floor, 2 boxes, and my movement scripts to be ported?
So you say no one is gonna play Gensin Impact or Rust ever again?
Rust seems cool but ultimately the good ending haha
nah but who tf trusts unity now
Well, that' s true that their trustworthiness is to the ground now... But the problem is with the team behind the engine not the engine itself
Very easy
depends
Nice
Please make a thread when it’s out, would help lots of people
Sure!
I want to say, after 2 days of using Godot I am genuinely impressed. The developer experience is phenomenal! The engine has so many useful features such as signals on certain objects which let you link to other scripts so that you listen for certain events. Or the rapid development that you achieve from using it. I am stuck with using GDScript because I need mobile export but after 2 days I know GDScript pretty well it's super easy to pickup and it's impressive with how well it works. I regret not swapping earlier 😳
a guy called lilmik made this
just for people saying its way too much money
everything in the installs 190k you dont actually lose money other than the like 2k a year for buying unity pro
now you guys only need to worry about the ethics of it not the money you dont really lose if you use unity pro
well maybe a little money but not as much as like unreal or something
no comments
problem solved lol
thought the same thing
install bombing is the easiest thing to fix anyway
its 100% unique users i would believe
but pirating wont be fixed
I have an easy fix, just remove the install criteria 👍
No steam fee or tax?
No, that comes after but that is the same with unreal on steam
it will make everything even more worse
But i just had a great game idea, should i just go with that to make my first Godot game and get used to everything? or just try an easy platformer tutorial or something first?
what do you guys recommend.
I'm already making my long term project even tho I just started yesterday lmfao
Impossible to detect
Thanks!
I've seen this chart on twitter
the numbers in the "Total Installs Charged" columns don't align with the "Installs" column. It's unclear where these numbers are coming from, so this chart appears to be in error
possible if they use spyware
which they do
We don't know that for sure ||but there is a non-zero chance this is true||
i saw different sources say they do but i wouldn't be able to find those now so i can't really prove it
They did partner with a spyware company, and that company was hired into the board of Unity
It's definitely sus
Nothing has been found yet to prove that installs are tracked with spyware buuuut... it's not out of the question
hey guys, it might sound a stupid question, but how does unity know how much did i earn from my games?
for example i have a free game that has ads with admob in it
how can unity know my earnings
You report your earnings
you mean ironSource?
If you don't you are breaking contract law
Yep
i thought it was just malware, not specifically spyware
where?
It was something
though iw ouldn't be surprised if it was spyware too
i'm 18 i dont even know how all this works, i just signed on unity and made my game
where do i tell them my earnings
It's on you to purchase the relevant license
question, if i'd were to make a post/thread asking people who're switching from unity to godot about what they're struggling with the most (for the purposes of covering those in a tutorial), where would i do so (the unity forum, the godot forum, elsewhere)?
If you earn over a certain amount and Unity's personal license no longer applies to you, you're responsible for buying a new license for all future games
yes
i misread, my bad
You have to make that call
You use the license that is relevant for you
And if you don't you are at risk of being sued
what are the licenses thresholds?
The current ones or the new ones?
i believe it is $200k and 200k downloads for all licenses (the new runtime fee)
They're changing on jan 1st
so there will be two licenses ?
i think its three licenses?
The new thresholds: https://blog.unity.com/news/plan-pricing-and-packaging-updates
personal, pro, and corporate or someting like that
ok thank you
- Unity Personal and Unity Plus: Those that have made $200,000 USD or more in the last 12 months AND have at least 200,000 lifetime game installs.
- Unity Pro and Unity Enterprise: Those that have made $1,000,000 USD or more in the last 12 months AND have at least 1,000,000 lifetime game installs.
"our change is targeted at larger companies"
the change:
That's how the runtime fee is decided
there are still a lot of large companies that make over a million USD per year but still why not have all licenses have the 1 million threshold
Oh here you go @glossy current
cuz wouldn't it always be cheaper to buy the pro/enterprise license instead of paying 20 cents for those 800 thousand extra installs
thanks, one last question, does the threeshold apply to every game one by one or to the sum of the game's installs and revvenues
and if it is the sum
every game is separate
what blocks me from creating new accounts
ok makes sense
If you earn more than this, you have to pay for the Pro license
thank you
Runtime fee is a separate bill
now that that's been answered, do you know where i can do this? since you're a moderator @subtle grotto
That is a very good question
im assuming the godot thread? since people who are already switching from unity will be looking for help there
I would say #1007228932115931197 - because then it's not tied to any specific engine chat
Oh wait
switching to godot?
yes
Right gotcha, then yeah #1006696053879349290
from unity specifically, seeing what people have trouble with during the transition
alright thank you!
does Godot have fees?
nah they removing those
yeah, you just have to let them bankrupt you if you reach success with an f2p game is all
no more income limit, just a choice between having a loaded gun or a knife pointed at you
I'm sorry WHAT THE FUCK
I did not realize they were doing
ONLINE ONLY DRM
for the ENGINE ITSELF unless you pay for Pro
I dont have very stable internet here in saskatchewan, fuck this
honestly this change isnt as bad as i initially thought it would be,
sure a little more clarity would be nice and perhabs unity getting feedback from the community but still not that bad
cuz if you think about it, if you make 200k a year (which is unlikely) you can just upgrade to unity pro and not pay anything until you hit the 1M $ at which point you start paying like 0.075$ per NEW install (meaning the first 1M installs dont count) which isnt that much money considering you just made a milion dollars
and if you are that annoyed, at that point you might as well just take the game down from the store since reinstalling doesnt count
The only real problem i see is with mobile and F2P games as they will be hit the hardest as not every customer is a paying one
I will still switch engine if the CEO is not changed in like 2/3 years
yeah, F2P games are the ones that this will bankrupt, everyone else this is just basically an aggressive revshare
CEO has proven himself an untrustworthy piece of shit and the company itself, no rational company wants to keep them as their single point of failure so it makes sense to switch regardless - they just obliterated the Unity job market in the future among other things
technically still a better deal then Unreal since they take a flat 5% of whatever you make after 1M $
yeah in the context of F2P not
in the normal paid one i ment its better
Most major successful Unity games AFAIK are mobile f2p, that's their target audience, its why the CEO said any dev who isnt just making entirely money focused mobile games is a "fucking idiot"
so either the CEO thinks you're a fucking idiot for being his customer, or he wants to rob you lol depending on your business model
well i kinda gotta agree with him, if you want to make money you gotta monitize your game
also im not sure if most Unity games Free Mobile Game, altough i dont have any info to back it
It's if your priority isn't monetization it's "fucking idiot"
like if your game is anything other than a cash grab
ah then yeah fair, he shouldnt have said that
yeah, but whether he SHOULD have said it, that's his mentality as CEO and leader since he DID say it
that's who he is, that's why he said it, and that's who is calling the shot
if i call someone an idiot then say "oh sorry i shouldnt have said that" it means i still think they're an idiot
i mean yeah i said i will switch after like 2/3 years
if CEO is the same
fair, i'm not directly trying to convince you to switch like i have some other motive, i just think its good to be clear on this and not rationalize and soften it after a few days when the information and facts haven't actually changed
everyone, myself, people in general have a tendency to reduce the severity of things in memory esp when it comes to things they already have an attachment to to rationalize
Switching in 2/3 years is logical
i fully agree that this was a bad move by unity and it should be reverted
I would be fully ok with something like 5% after 200k (or 1M if Unity Pro) cuz i can track that
id think about doing it now if it wasnt for the fact that im already doing a project started a long time ago
Yeah, I mean, I just think they did not communicated about f2b mobile game for now but they will, it's just not possible to apply the same thing for them. They will find a way to not consider those type of games in the fee system
Same
it appears that getting f2p mobile companies to sign up to IronSource is their solution to accomodate the fee system for those types of games
what if i want to make art?
what if im not a soulless business man abusing the industry for monetary gain?
what if i only want to make a living off of game making, but not be a greedy company?
according to the CEO of Unity, you're a "fucking idiot" if you are like this
which is absolutely wrong
why would you care so much what one person you don't even know says?
not even subjectively or anything
so true
my advice is to make games for yourself, not for others
cuz he's a bad person and i get to complain about it
the world is full of assholes
you can't shouldn't fret about everything that they say and allow it to affect what you do with your life
Ooh I see, and what about f2b with microtransaction, does they have to use ironsource ?
it's not affecting my life, i've already switched to godot a year ago, but it's still stupid
what makes me mad isn't that he's an idiot
its that some people agree with him
despite him being an idiot
That's life...
I don't belive it's "have to use", there's no requirement. But if these reports are true, then Unity will be lowering or waiving the install fees for these kinds of free-to-play games, as a reward for paying for IronSource and other Unity services
since Unity makes most of its money off of ad services, not engine licenses
This doesn't seem to solve the problem for free-to-play PC and Console games, though. Since who wants ads in those?
because he calls the shots for the tool @grave fractal uses to create
the tool that i assume he wants a job in eventually
If they use ironsource they pay a (reduced) fee last i checked, idk if it has changed
so sign up for malware company's network to get fucked slightly less hard
nah i had switched to godot back when he called most game devs "fucking idiots"
well, then at the time
yeah, at the time he called the shots for your tool of choice for expressing your art form and eventually probably career at the time, of course its logical not to anchor yourself to such a greedy person who is willing to betray the users continuously
yep
especially now that its proven they're even worse
and make no mistake they oust him and not MUCH will change probably as the new guy will have the same legal responsibility to maximize shareholder value through profit, but at least they might be more ethical about how they approach it
i'm moving from Unreal to a custom fork of Godot right now myself, because even tho Epic has proven to be more trustworthy, this is a lesson to all of us that nailing yourself to one greedy corporation is a bad idea - Epic hits hard times in a few years and they won't hesitate to do the same shit
unreal and godot work for squarely different games, which is fine
yeah
each day though, godot is getting closer and closer to being better than unreal in both 2D and 3D, small projects or big
godot doesnt need to be AAA open world competitive right now to capture the indies and unreal doesn't need to be as indie competitive right now to keep bringing in the AAA bucks (altho the user experience has gotten better, its still too hefty for most indie projects)
ehh
their SDFGI solution was funded by Epic
oh that's neat
who then used their R&D to make Lumen
friendly competition
so Epic keeps Godot at a comfortable distance and helps to take out their main competitor, Unity, while also giving them only enough help to not compete with Unreal in the AAA market
SDFGI is so sick too bad unity didn't have anything similar
they also contribute to O3DE as well, but i suspect that'll slow down as O3DE is more directly going for Unreal's throat in the way Godot is going for Unity's throat
so i suspect the opensource contributions will continue but they wont give them massive funding like they gave Godot
https://twitter.com/tkexpress11/status/1702054746411221386
everyone should read this
I worked on an early, very different iteration of the @unity pricing changes ~1 yr ago
My thoughts:
- Unity strategically had no choice but to make changes
- Devs are upset, but it isn't quite as bad as it seems
- Unity's comms & implementation wasn't great
More below 👇
573
142
I posted this already 😄
oh, my bad lol
yeah, i get that they're going broke slowly and have no other strategic options, they shouldn't dig themselves such a deep pit before their only choice is to do extremely unethical things like delete the version history of their TOS and sneak changes in
and also, they could've done this in a far more ethical way across the board, by not doing that
so this thread doesn't make it better, it just lists the things we already all knew?
I dont think you read my message, i said if you WANT to make money of off your mobile game, it would be stupid to not think about it from the very beggining, as desinging a monetization system after everything is done is harder then doing it alongside everything
Please read more carefully next time before you judge someone <3
i get that you said if you want to make money, but what if you don't? what im saying is, the statement the CEO made does not account for that
i wasn't trying to judge you
And after that message, someone explained to me what he ment, after which i said he shouldnt have said that
and if you dont care about the money, do games for free, without any monitization
thats fine
Rick walks you through his perspective on Unity's new pricing structure.
Want to make your own games? Check out the world's most popular game development courses at https://www.gamedev.tv/.
Follow GameDev.tv:
Welcome to GameDev.tv, creator of the world's most popular and affordable game development courses.
▶ Website: https://www.GameDev.tv...
imma watch it in a bit, im not giving up on unity just yet
but 2/3 years from now unless they change their buinsess (aka get in touch with their user base)
i will propably switch
Finished watching this. Based Rick.
I am happy to see that I am not the only one who really wants to stick with unity
I think everyone wants to stick with unity, but this decision has made it incredibly difficult to do so
time to trust a company who will probably make more shitty decisions 
yeah i dont doubt unreal engine will eventually fall into the same hole unity did, since their target audience are AAA companies
I can just switch easily because my long term project didn't have a lot of things done (ty 1.5 years of procrastination and resets)
AAAA CAPITALISM
I don't like what unity's doing, and godot doesn't really put me in a disadvantage in using it (yet)
so true, this is kinda why i switched to godot a year ago, though me losing majority of the files from my project due to me importing it to google drive from a crummy old laptop and it not ending well (corrupted the majority of my files) was also a factor
so true
also did you guys know that godot is so funny that you can legit run it on a raspberry pi 4
I am happy to see that I am not the only one researching the facts and thinking clearly and not just emotionally 😅
unity 
I don't know how you can possibly defend this
Here's some free GameMaker access until the end of the year in case you wanna ditch this shit
1909
lol

awesome
what’s a decent like c# game framework
i like how its called X and yet the web address and embed still says twitter lmao
t r u e
I just think that if real shit appends and if my game is that successfull (I highly doupt that) I will just turn my game free so everyone could play it.
fair
back in the day there was XNA, but that's history these days
monogame is looking pretty tasty but i wanted to know if there were any other alternatives
There's also FNA, a separate fork of XNA https://fna-xna.github.io/
FNA is a reimplementation of the Microsoft XNA Game Studio 4.0 Refresh libraries.
i’ll check it out thanks
it was pretty decent for learning some of the underwater stuff of game engines since you have to write most of it yourself
I love unity so I just want to enjoy it, I tried a few times unreal, and I hate it. Godot seems cool but underdeveloped for now (for what I want to do). I just want unity to keep the engine alive.
had to write my own 3D code and shaders etc, good times
considering a ton of people are gonna drop support for unity, i don’t have faith in the company lasting for a lot longer
Even if the company goes down and they stop developping new version of engine, do you think I would still be able to use the older versions ?
depends on how much they mess up the always online requirement for unity hub
you don't need that you can just open the unity editor itself from the shortcut it creates when installed
or open a scene from a project in explorer
just don’t update 
Right
And would they be able to charge you if you publish a game on thier old version if they were to go down ?
It doesn't seems feasible
idk if that’s even legal
that depends on if they have the licence changes apply to already existing agreements
although i haven’t read unity tos so like i’m not an expert 
Yeah that's what I was thinking about
But then existing games like escape from tarkov wont be able to update their game
yup
they removed it from the github to make silent changes
That seems difficult to apply
or at least, to allegedly make silent changes
They say it will, but that would be illegal
that's what we'll find out in the near future
doesn’t that mean that the new changes can’t apply retroactively
Legally, no they can't
oh damm so games can actually exist 
that's what i was thinking
You can't just randomly decide to change the terms of a contract and force those new terms onto people without them agreeing to it
Several studios are already filing a class action lawsuit
nice!
But then they wont be able to block every game (as there is so many unity games)
Honestly I want unity to be fucking sued into oblivion
i dont know much about the legal stuff yet, so i wasn't sure if retroactively changing this stuff is legal at all
Yeah, it's not, not one bit
so they literally can’t do anything 
How can they be sued if they did not do it (for now)?
In fact their old terms of service stated that if they ever change the terms of their agreement in future, you have the right to refuse updating your editor version - and keep to the terms of the old license.
They silently removed that wording from the new license
"nooo dont sue us we can't pay our shareholders :((( we only broke the law so that we can pay to our poor poor stock owners!!"
I saw a screen if it on twitter, do you have it ?
I mean, it could be useful 🤣
Unity may update these Unity Software Additional Terms at any time for any reason and without notice (the “Updated Terms”) and those Updated Terms will apply to the most recent current-year version of the Unity Software [...] The Updated Terms will then not apply to your use of those current-year versions unless and until you update to a subsequent year version of the Unity Software
https://unity.com/legal/terms-of-service/software-legacy
This is the agreement that all devs agreed to for already-released games
They cannot retroactively impose new terms like this
bois we rolling back to older unity
ryan gosling 😍
depending on when they changed that, people may have already accepted the newer ToS where they can make changes like this
I have the 2021 vers, do you think it can apply ?
It doesn't even matter if it's in the contract or not
Litterally me
fr hes literally me
It is blatantly illegal to force new terms onto past devs, without them agreeing to it
It's like if I wrote a contract saying "You clean my house, I'll give you $10". You sign it, and you clean my house. Then I change the contract to say "You clean my house for free", that's not legally binding
You didn't sign it, you didn't agree to it
Yeah that's kind of cheeky
ngl sounds like something a child would do
yeah that’s the problem
''oh i never promised''
🤣🤣🤣🤣🤣
most people won’t be affected but like the fact they want to retroactively change a contract is scary
yeah so they will probably not force it in that way, but use a more roundabout way such as "if you want to continue using unity and its editor, agree to these new terms or leave". And then it all depends on whether the agreement you had in place prevents them from doing that (e.g. the clause that they removed)
which in effect means you can't update your games without accepting the new terms and financial bs
ok maybe this new update isnt THAAT bad you know, unless for, how the frick they check for installs, and WHY, would have to stay connected to use unity, i last month i made a game with no interent, and now i cant, wtf, im thinking, if i ever hit 200k in installs and revenue, i'll switch to unity pro
godot users are taking this oppurtunity to promote their engine ngl
They deleted their TOS version history off Git and then inserted clauses to make the changers retroactive.
They already have altered the deal with no consent or knowledge
dont get me wrong godot is great, but unity is way better
That is one of the biggest concerns that people have. Unity are refusing to give any details about how their "proprietary data model" actually detects installs, and how they are going to detect fraudulent install bombing. Considering Unity's history, it is not unreasonable to come to the conclusion that they're doing illegal shit to detect users
What do you mean you have to stay connected ?
My concern is as someone with a background in information security that it's functionally impossible to differentiate hardened VMs with residential proxies from real users
Precisely
They cannot succeed in that goal, it's a multi billion dollar question every trillion dollar social media giant, DRM company and cloud security provider has been trying to solve for a decade
And yet all Unity are responding with is "trust us bro". They are just saying "we'll figure it out"
When it is literally impossible to figure that out unless you are collecting personally identifiable information about every user to detect such installs
I agree with this, it has good points
So either they are lying through their teeth, or breaking privacy laws, and either option is disgusting
yep, u have to stay connected to interent to use unity editor
They're adding always online DRM to the editor so you can't use it offline so they can track usage. Sucks with my Saskatchewan internet hahaha
Now it's "we'll figure it out", next they're gonna pull a Todd Howard and say "it just works" 
i was reading the news and i started crying
rip
will une UE from now on
Only if you make over 1 million dollars, and only for the dollars over the first million
Unity's solution is cheaper for AAA games, more expensive for anything else
I just tested and I dont
i probably wont reach the 200k$, but if i did 🤑 i will switch to unity pro
i know but i want to make vr games and UE is the only other reasonable option
It's only cheaper for AAA. If you make 1 million and 1 dollars in Unreal, you pay 5 cents total
Same
- you need to be conected to internet once every 3 days, the internet connection is propably for those who just wont pay the fees so that their access is taken away
- I agree they should be more transparent on how they check for installs
- If you make 200k (which is a big if for all of us) then just buy Unity Pro, which is the point unity wants a bit of money you make, which is fair since they never had revenue share
not for now
The change that adds this is coming at the same time as the new license changes lmfao. They obviously did not sneakily alter the version on your hard drive with no update
That's fair. But again Unreal isn't the only option here. Quite a few engines offer VR support, Godot recently announced such support too
do you think, after making a milion dolars you will care about a couple of cents ?
I'm not trying to dissuade you from Unreal
if you're set on it, then go for it
But just know it's not the only choice
Okay lmao
@marsh loom read this
I would 
wow godot is changing fast...
The point I'm making is that Unreal is basically cents, Unity you're paying 2000 USD per year per developer for pro plus the (reduced) install fee
imagine if they did
Thanks
thanks godot, very cool
Unreal costs more money if you make a million dollars ? (assuming game aint free)
i wouldnt update unity nor connect to internet so it doesnt get updated 😎
yep
Same (do you think this will work lmao)
If you earn $1,000,001, you only pay royalties on the $1 over the million. Which means you pay 5 cents (5% of $1)
how they will update it when u arent connected to internet lol
i am aware, still
It's only 5% on the money OVER a million, so it depends. If I have 10 devs even just working on our spare time then Unity Pro costs me $20,000 per year plus (reduced) install fees. Unreal still costs 5% over a million. Use your brain and do the math. If you make 2 million, you pay 50k to epic no matter how many devs and users you have
after a million dollars Unreal takes 5% while Unity takes 0.075$ per install
Real lmao, but I was thinking about, if you don't do the updates of unity hub, they will not be able to change this
You're forgetting you pay 2000 per year per developer in your company with that license. So no, that's not true. For every developer I add I would need to make 40,000 (2000 / 0.05) extra U.S. dollars for Unreal to cost more than that. Do you even math or finances dude?
Right?
.20cent with free licence
ah yes 0.2 cents
my typing bru
it's 0.20 dollars, 20 cents
Neither am I
if it was 0.2 cents we probably wouldn't have this conversation lmao
if i get 199999 installs, i'll switch to unity pro
lol, why not
i mean, we still would, no matter how low the cost is, it's a terrible business model and breaking the little trust users have for unity
they're still changing a contract after signing it
So if I don’t have a budget am I good?
ok whatever I got ratioed 
lmao
well, if they did make the community know about ut first, and make them choose idk, probably do something about it
Revenue isn't just from game sales, it's also from ads and in-app purchases. It's the revenue your company makes as a whole
donations ?
Unclear if donations count
- usage of spyware (allegedly, you can not count this point if you'd like)
- retroactive changing of agreements
- no transparency on how well their spyware works
hope not
same lol
Well
Considering the page says "funding"
That would mean donations count towards it yes
well that's fucking stupid
I do, more likely then not, Unity is Cheaper,
Big Companies can afford that expecting a big return (wheter they get said return depends on their game)
Small studios (2 - 20 ppl) Could Use Unity Personal only upgrading after 200k cap (And Same with Solo Developers)
well f***k unity
Oh. So no matter what if I sell my game at a price, they get a slice of the pie?
what if i have another "company" that only takes donos ??
If you earn over the threshold yes
over the threshhold , YES
if you make 200k, spending 2k is no big deal
its low treashold
well spending 750$ is better u know
made doesn't mean you will continue to make that amount
- pro license price
you need to make 200k $ and 200k installs (for Unity Personal), regardless of price of your game
wait is pro license only 750 now ?
noo
it's also in revenue not profit
i mean like the 0.075$ fee
Man this is some leech stuff here lmao, thank you for everyone trying to clarify
pro license is 2000$/year
steam takes 30%, meaning you are left with 140$k, 2k still inst that much considering you made 140k in a year, and you can expect to make more of of it
ye if life was fine, what about pirated games, multiple installs from same person ??
^ exactly! there are still taxes and depending on the platform you're publishing on there could be a percentage you have to share with like steam or epic games or wherever you publish, if another company is publishing your game they probably also get a percentage of the revenue, if you're working in a team a lot of the money has to go towards each member.
alr i will go of what unity said, i cant say if its possible or no but,
neither pirated games nor reinstalls are supposed to count
they cant track that
steam takes 30% plus there's the additional % you may get taken by your country btw (for hungary it would be an additional 27% in theory)
Except there's no way to possibly detect this
ok, so how they tracking installs ?
Jesus
lol
illegal spyware
maybe, we are not sure u know
its very likely
As i said, i cant say if its possible, neither do i know if they got it done already, im going by what they SAID of what its SUPPOSED to be
but yeah its not technically confirmed
Unity claims to have somehow magically solved piracy when that's just not possible, it's never been possible. If Unity can accurately detect pirated installs, the entire fucking gaming industry would be revolutionised because we'd have fool-proof DRM by now
so, if we do what u say, we are basicly fking idiot right ?
cant escape taxes :(
what, i didnt say that
poor ppl living in ameraica
what
taxes exist in every country
ik,u didnt, but unity did, and following what unity say, we are fking idiot right ?
What
Unity didnt say that
ceo man
u sure about that
im assuming you mean what they said about the Mobile Devs? how is that related?
but that's also completely unrelated
so true
i quirt
lol
👍
"quirt"
👍
quit
👍
🥺
don't put an s in front of it
👍
👍
i hate you
👍
squirt gun
mmmm
squirtle
gotta catch all the game engines
saved this, it is eternalized
LMAO

Let's try stay on topic please, keep shitposting to a minimum

uhh
fair enough
what else should we say about this thing
My opinion: it aint that bad, but id like to see how they check for installs
godot
(they're not)
they could just say that they will get the install count by asking steam or whatever platform your game is launched on
which is still unrealistic but at least would be something
that's still not possible
install count not purchase
gudluck
gud luck 
Only initial Installs are supposed to count
great
champ
i mean unless they want to like send a ton of info about the device straight to unity hq™️ idk how they're gonna achieve that
they might as well do that
who knows
even better reason not to use unity in that case
data collection ?
imagine if they would leak all that info 
LMAO
some cant just leave unity
sell data & make more profit ??
fair
did they sell their soul to unity or what? /j
same
but if you're able to, you sort of have no reason to stay
they spent years u know
no spent 2 years making a game, and i cant port all that
naah
I plan to altough it will take a bunch more time, at the very least 2 more years
and if in that time unity Changes their ways (aka. gets in touch with user base) i will consider staying
i cant see my selft switching engines
i highly doubt it
considering last year they merged with ironSource, a company known for making malware, i dont think its out of the question they're using spyware to collect (and possibly sell) your data, especially considering that's what all big companies do nowadays
why not
I just did yesterday and I haven't regreted anything so far
i cant just go on
good for u 🙂
because...
its good to have hope, doesnt mean im not realistic, i know i will propably leave
yup
champ 🙂
to godot? if so, could you please check the #1152229096479277066 thread i made? im trying to make a unity-to-godot transition tutorial, and would love to have some input on things you find hard about godot!
variables and functions and that's about it
im gonna try and not advertise this too much but for anyone who is currently switching from unity to godot or wants to in the future after they finish their projects and whatnot, all input is welcome!
this is interesting
i was already gonna talk about that, but thank you for the help! (its still reassuring to see that im not wrong about this being hard for people)
i have some experience in this as i've switched to godot from unity last year
I mean it wasn't hard just probably not doing it correctly right now 
??
they say that the changes will apply retroactively (will work on old games) but that is illegal
indeed
indeed
😳
if you want, i can explain it, not sure if this counts as on-topic though, so i'd have to ask permission from a mod, like yasa who i bet is lurking in this chat as we speak
yasa pls no ban <3
plz no ban lol
this is probably fine right ?
cool because everything else is just var
its still good to keep it
both for readability and also i think it helps with the auto-fill function?
cmd language ?
gdscript
yes 
Yeah I'll stick with c# in unity lmao
let's say we have this, this looks stupid
not sure if you know this already, but there is also @export var variableName: variableType which is the same as C#'s public variable



